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2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-04-04Zero initialize all pointer class and struct membersRémi Verschelde
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-07-08Implement Range Iteratorsreduz
This PR implements range iterators in the base containers (Vector, Map, List, Pair Set). Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler. Iterating can be done as follows (examples): ```C++ //Vector<String> for(const String& I: vector) { } //List<String> for(const String& I: list) { } //Map<String,int> for(const KeyValue<String,int>&I : map) { print_line("key: "+I.key+" value: "+itos(I.value)); } //if intending to write the elements, reference can be used //Map<String,int> for(KeyValue<String,int>& I: map) { I.value = 25; //this will fail because key is always const //I.key = "hello" } ``` The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not). The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
2021-04-14Separate set.h from map.hBartłomiej T. Listwon
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code