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2022-08-02Variant large bucket memory pool - for Projectionlawnjelly
Add a larger bucket size pool for the new Projection Matrix.
2022-08-02Merge pull request #61315 from lawnjelly/variant_bucket_poolsRémi Verschelde
Variant memory pools
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-04Variant memory poolslawnjelly
Memory pools via PagedAllocator for Transform2D, Transform3D, Basis and AABB.
2022-06-28Merge pull request #62468 from V-Sekai/core-const-expressionsRémi Verschelde
Add a const call mode to Object, Variant and Script.
2022-06-27Add a const call mode to Object, Variant and Script.K. S. Ernest (iFire) Lee
For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script). This mode ensures only const functions can be called, making it safe to use from the editor. Co-Authored-By: reduz <reduzio@gmail.com>
2022-06-27GDScript: Fix setter being called in chains for shared typesGeorge Marques
When a type is shared (i.e. passed by reference) it doesn't need to be called in a setter chain (e.g. `a.b.c = 0`) since it will be updated in place. This commit adds an instruction that jumps when the value is shared so it can be used to skip those cases and avoid redundant calls of setters. It also solves issues when assigning to sub-properties of read-only properties.
2022-06-20Clean up Hash Functionsreduz
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934 * Clean up usage of murmur3 * Fixed usages of binary murmur3 on floats (this is invalid) * Changed DJB2 to use xor (which seems to be better)
2022-06-15Hash function improvementsHendrik Brucker
2022-06-03Add StringName explicitly to Variant::hash_compareGeorge Marques
This makes equality comparisons to StringName more performant
2022-05-03quote strings inside arrays and dictionariesNathan Franke
2022-05-03Merge pull request #60627 from aaronfranke/rename-elementsRémi Verschelde
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-04-30Simplify Callable error text methodskobewi
2022-04-29Rename Basis "elements" to "rows"Aaron Franke
2022-04-29Rename Transform2D "elements" to "columns"Aaron Franke
2022-04-20Fix more issues found by cppcheck.bruvzg
2022-03-09Remove VARIANT_ARG* macrosreduz
* Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-02-11Fix Variant Ref<> assignment.reduz
-Creating from object pointer via funcptr API was missing reference initialization. -Supersedes https://github.com/godotengine/godot-cpp/pull/662 -Fixes several crashes in GDExtension
2022-01-27Merge pull request #57205 from TechnoPorg/variant-template-castRémi Verschelde
Allow method binds to take Object subclasses as arguments
2022-01-25Allow method binds to take Object subclasses as argumentsTechnoPorg
This commit adds a condition to VariantCaster that casts Variants of type OBJECT to any type T, if T is derived from Object. This change enables a fair bit of code cleanup. First, the Variant implicit cast operators for Node and Control can be removed, which allows for some invalid includes to be removed. Second, helper methods in Tree whose sole purpose was to cast arguments to TreeItem * are no longer necessary. A few small changes also had to be made to other files, due to the changes cascading down all the includes.
2022-01-22Don't sort printed Dictionarykobewi
2022-01-20Rename Variant::is_ref() to is_ref_counted()Pedro J. Estébanez
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-30Modify Dictionary::operator== to do real key/value comparison with recursive ↵Emmanuel Leblond
support (and add unittests)
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-09Enhance and cleanup stringify for Vectormashumafi
2021-10-08Faster hash_compare for integer and string keys in dictionariesBartłomiej T. Listwon
2021-09-13Added explicit type conversionsMatthew Newall
2021-08-26Correct null and boolean values being capitalised by the str commandBalloonpopper
2021-08-05Improve extension systemGeorge Marques
- Fix library loading and initialization. - Add extra methods/parameters in the interface needed by extenstions. - Add Variant destructors and functions for extracting values and creating Variants from values.
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-06-19Consolidate JSON, JSONParseResults and JSONParser into JSONMarcel Admiraal
Renames JSON.parse_string() to parse() Renames JSON.decode_data() to stringify()
2021-06-14Fix json dump and print of circular structureHaoyu Qiu
2021-06-13Merge pull request #34668 from aaronfranke/to-stringRémi Verschelde
[Core] Reformat structure string operators
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-11Reformat structure string operatorsAaron Franke
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant). For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-06Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio
2021-02-01Replace ColorN and from HTML with a string constructorAaron Franke
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
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-11-11Refactor variant built-in methods yet again.reduz
* Using C-style function pointers now, InternalMethod is gone. * This ensures much better performance in typed code. * Renamed builtin_funcs to utility_funcs, to avoid naming confusion
2020-11-10Create Variant built-in functions.reduz
-Moved Expression to use this, removed its own. -Eventually GDScript/VisualScript/GDNative need to be moved to this. -Given the JSON functions were hacked-in, removed them and created a new JSONParser class -Made sure these functions appear properly in documentation, since they will be removed from GDScript
2020-11-09Variant: Rename Type::_RID to Type::RIDRémi Verschelde
The underscore prefix was used to avoid the conflict between the `RID` class name and the matching enum value in `Variant::Type`. This can be fixed differently by prefixing uses of the `RID` class in `Variant` with the scope resolution operator, as done already for `AABB`.
2020-11-09Refactored variant constructor logicreduz