Age | Commit message (Collapse) | Author |
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Fixes: GDscript min and max are inverted
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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 🎆
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Rename Math::stepify to snapped
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Rename Vector2.tangent() to Vector2.orthogonal()
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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.
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Add support for duplicate() for Packed*Array, and they are pass by ref in godot 4.0
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Add PtrConstruct template to use in Variant constructors
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To be consistent with the enum in Variant so missing types can be more
easily spotted.
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Since the PtrToArg::encode requires the value to be constructed
previously. With PtrConstruct this is not required.
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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.
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- Initialize Object pointer to nullptr so it's not used by mistake.
- When setting an Object check if it's a reference so refcounting works
as intended.
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TextServer.
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Fix prints and printt functions printing as errors
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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.
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GDScript: Typed VM Take 2
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- Allow getting an opaque pointer, no matter the type (for ptrcall).
- Allow setting object pointer and id directly.
- Allow initializing the data given a type, to allow properly setting
return types on ptrcalls.
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Since they do pretty much the same thing. The validated_get() was
renamed to get() since that is more performant.
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The validated getters were only setting the value without changing the
type, leading to wrong results. This uses the same path used for
methods to the same purpose.
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Before it was being set to the base type instead of the actual return
type.
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Copied relevant documentation from the original `@GDScript` built-ins,
which will likely be removed in a future commit.
Various fixups to `variant_utility.cpp` while working on this.
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* 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
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-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
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KoBeWi/add_an_array_to_another_array_but_with_a_method
Add append_array() method to Array class
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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Make sure operators appear in the docs too
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Fix duplicate variant constructor typo.
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Add "operator" and "constructor" qualifiers to make it easier to
see in the docs.
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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`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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