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path: root/core/variant/variant.h
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2022-12-05Unify String and StringNamerune-scape
2022-11-02Unify Node3D RotationOrder with global EulerOrderAaron Franke
2022-09-16Merge pull request #65325 from TokageItLab/refactor-variant-for-animRémi Verschelde
Move some static methods to `Animation` from `Variant` for refactoring `Animation` and `Tween`
2022-09-14Use variadic template in `vformat()`Micky
Allows `vformat()` to take more than 5 arguments. as well as being a general optimisation that avoids redundant empty Variant checks.
2022-09-15Move some methods to Animation from Variant for refactoringSilc Renew
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
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
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.
2022-06-23Add core types enums description to extension api jsonPierre-Thomas Meisels
2022-05-11Implement exponential operator (**) to GDScript/ExpressionsYuri Roubinsky
2022-04-10Make blend animation to use ResetTrack as default valueSilc 'Tokage' Renew
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
2022-02-04Core: Move Vector2i to its own `vector2i.h` headerRémi Verschelde
Also reduce interdependencies and clean up a bit.
2022-02-04Core: Move Rect2i to its own `rect2i.h` headerRémi Verschelde
And take the opportunity to improve interdependencies a bit with forward declares where possible.
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.
2022-01-20Rename 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!
2021-11-12Use "enum class" for input enumsAaron Franke
2021-10-30Modify Dictionary::operator== to do real key/value comparison with recursive ↵Emmanuel Leblond
support (and add unittests)
2021-10-11Fix autocompletion of built-in functions in GDScriptYuri Roubinsky
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.
2021-07-30[Net] Fix Marshalls infinite recursion crash.Fabio Alessandrelli
Variants like dictionaries and arrays can have cyclic references, which caused `encode_variant` to run an infinite recursion. Instead of keeping a stack and looking for cyclic references which would make serialization slower, this commit adds a `MAX_RECURSION_DEPTH` constant to Variant, and have `encode_variant` keep track of the current recursion depth, bailing when it's too high since this likely means a cyclic reference has been encountered.
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-06Increase the number of arguments accepted by UndoRedo methodsGilles Roudière
2021-06-25Implement native extension systemreduz
* Deprecates GDNative in favor of a simpler, lower level interface. * New extension system allows registering core engine classes. * Simple header interface in gdnative_interace.h
2021-06-19Consolidate JSON, JSONParseResults and JSONParser into JSONMarcel Admiraal
Renames JSON.parse_string() to parse() Renames JSON.decode_data() to stringify()
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename files and the exposed name for Transform3DAaron Franke
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
2021-03-16Add static method support to core Variant typesreduz
* Properly exposed, including validated and variant call * Bound static functions in String and Color * Did not add support for scripting languages, will have to be added manually.
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 🎆
2020-12-27Add helper count function to VariantGeorge Marques
To get counts of items before getting the list, which is useful for GDNative so users can pre-allocate the buffer with the correct size without having to get the list twice.
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-10Use pointer parameters in Variant function pointersGeorge Marques
Instead of references. This is needed because those function pointers are used in GDNative which needs to work with plain C, which doesn't support passing parameters by reference.
2020-11-25Core: Always enable ptrcall, remove PTRCALL_ENABLED defineRémi Verschelde
ptrcall is now also used to optimize calls in GDScript, on top of the existing use by the GDNative and Mono modules. It no longer makes sense to make it optional.
2020-11-23Initialize class/struct variables with default values in core/ and drivers/Rafał Mikrut
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
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
2020-11-09Make sure operators appear in the docs tooreduz
Add "operator" and "constructor" qualifiers to make it easier to see in the docs.
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`.