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path: root/core/variant_op.cpp
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2017-06-30-Many fixes to VisualScript, fixed property names, etc.Juan Linietsky
-Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-06-22Reimplement for..in range() so that it always results in intsBojidar Marinov
Fixes #8278, fixup of bfef8de1bc4f7a7b9617a7b181881129033a0b0e
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17Fix two typos from previous commitRémi Verschelde
Also cleanup comments on variant types.
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-14Revert "Make nan==nan true for GDScript"Juan Linietsky
2017-02-14Make nan==nan true for GDScriptHein-Pieter van Braam
After discussing this with Reduz this seemed like the best way to fix #7354. This will make composite values that contain NaN in the same places as well as the same other values compare as the same. Additionally non-composite values now also compare equal if they are both NaN. This breaks IEEE specifications but this is probably what most users expect. There is a GDScript function check for NaN if the user needs this information. This fixes #7354 and probably also fixes #6947
2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
2017-01-12Made InputEvent use floating point coordinates.Juan Linietsky
2017-01-11More efficient iteration syntax, and range() is converted behind the scenes ↵Juan Linietsky
to it.
2017-01-11Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-08Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-10-22Added small modification on parser for '+'Henrique L. Alves
2016-08-26fix string iteratorcaryoscelus
Since strings are null-terminated, size() returns incorrect length, so use length() instead. fixes #6287
2016-07-23Fix warnings in core/variant_op.cppJohan Manuel
Adds default cases in switches where needed, and replaces '0;' with ';;' in macro expansions (as suggested by @vnen in #5587).
2016-06-26Add support to String type in gdscript iteration. #5188Samuel Grigolato
2016-06-21Expose missing Quaternion operators.Andreas Haas
Scripts can now evaluate the following cases: - (quat * real) and (quat / real) - (quat + quat) and (quat - quat)
2016-06-05Add support for Python-like negative indexingDennis Brakhane
Negative indexing is a useful feature in Python, especially when combined with array slicing. Array slicing will hopefully be implemented later, but negative indexing is useful in its own right. A negative index is indexing from the end of an array, "array[-1] == array[array.size()-1]", using a negative index larger/smaller than the length of the array is still an error. While primarily useful for arrays and strings, support is also added to "array like" structures like Vector3 and Color. This is done just to be consistent; vector3[2] is much clearer than vector3[-1], but disallowing it while allowing it for an array with 3 elements seems confusing.
2016-06-05Move repetitive code to macrosDennis Brakhane
In preparation for the following "allow negative indexing" commit, replace the repetitive array "set index" and "get index" code with macros. no functional changes were made, the resulting machine code is unchanged.
2016-05-31Make Color.{rgba}8 return int instead floatAndreas Haas
According to the class doc, these should be int. Also fixed a little bug: the setter for 'r8' changed the green value
2016-05-17Removing round from int interpolationpunto-
This might break some animations that use int tracks in continuous mode, but it should provide a more uniform interpolation for things like sprite frames.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-03-08Variant::blend: add Quat, fix Vector3.Josh Grams
2016-03-01AnimationTreePlayer: blend value tracks (closes #2299)Josh Grams
Variant: - zero() sets a Variant to the appropriate type of zero value - blend() blends part of one Variant on top of another.
2016-01-02fixed string operator[], which was broken. Closes #2202Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-31-Added Color8(r8,g8,b8,a8) function as well as .r8,.g8,.b8,.a8 members to ↵Juan Linietsky
Color, to deal with colors in the 0-255 range. Closes #2345
2015-12-11Fix "in" operator, make it use evaluate() instead of operator==Franklin Sobrinho
2015-11-23Fix return type of Matrix32 member varsRémi Verschelde
Thanks to @bojidar-bg for localising the issue.
2015-11-18Merge pull request #2749 from TheHX/fix_string_content_testJuan Linietsky
Fix String content test
2015-11-11Implement Quat multiply operator, and xform methodFranklin Sobrinho
2015-11-06Fix String content testFranklin Sobrinho
2015-05-16-Integers and Float should interpolate on animation, maybe fixes #1891, ↵Juan Linietsky
please test
2015-05-01-Fixes from source code analyzizer, closes #1768Juan Linietsky
2015-05-01Sort xml files, so order is constantest31
Makes xml format work better with version control systems.
2015-04-26Fixed bug in array comparison, fixes #1712Juan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-07-Concatenating arrays keeps the shared property if any of the arrays is ↵Juan Linietsky
shared. Fixes #1646
2015-03-22Merge pull request #1396 from Spooner/fix_sprintf_errorsJuan Linietsky
Fix sprintf errors
2015-03-02support for 2D shadow castersJuan Linietsky
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.