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path: root/core/variant_parser.cpp
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2017-07-25Update GDScript completion names for Pool*ArraysAndrii Doroshenko (Xrayez)
Notice: GDScript tokenizer used the old PoolFloatArray name. Renamed PoolFloatArray to PoolRealArray. Moved "project_settings.h" down one line to comply with the clang-format rules. Fixes #9638 Closed pull request #9714 because I messed up with commits, sorry!
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-07Merge pull request #9015 from mcanders/mcanders/ParseObjectVariantFixRémi Verschelde
Fix Variant::OBJECT token parsing
2017-06-04Fix Variant::OBJECT token parsingCarter Anderson
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-05-28-Added .hdr format supportJuan Linietsky
-Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
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
2017-05-01Rename project file to "project.godot"Rémi Verschelde
Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
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
2017-02-04Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky
2017-01-25Merge pull request #7002 from RandomShaper/vcs-friendlinessJuan Linietsky
Greater VCS friendliness
2017-01-16Improve .tscn VCSPedro J. Estébanez
Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Bonus: Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file. This PR is back-compat; won't break the load of existing files.
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
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).
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-08renamed 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
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
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!
2016-10-06Use int instead of int32_t for VectorsThomas Edvalson
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-10-03Properly encode InputEvent of type NONE. Fix #5987Fabio Alessandrelli
In the editor settings you can disable default editor shortcuts. When a default shortcut is disabled an InputEvent of type NONE must be stored in the config file to allow the editor to remember that setting. variant_parser.cpp was not properly encoding InputEvent of type NONE causing the "corruption" of the editor settings file.
2016-07-27Fix reading of empty StringArray-s in .tscnBojidar Marinov
Closes #5912
2016-06-20Add quotes to .tscn keys, solves #4366Juan Linietsky
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-06-13Changed reload logic to auto-hard-reload scripts on save. It's simpler to ↵Juan Linietsky
use and also fixes #4756
2016-06-13-Avoid negative zero from being saved to config files o resource files, ↵Juan Linietsky
fixes #4758
2016-06-04-customizable shortcuts in editorJuan Linietsky
-editor settings now save to .tres instead of .xml -buttons can now hold a shortcut
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-01-Propertly detect mantissa floats in variantparser, fixes #3257Juan Linietsky
2016-02-01Make sure variant parser recognizes "nil" for compatibility with old ↵Juan Linietsky
engine.cfg style cofig. Closes #3531
2016-02-01Parse ColorArrays correctly (tscn)., fixes #3530Biliogadafr
2016-01-10properly handle typed array constructors in VariantParser, closes #3054Juan Linietsky
2016-01-10Make sure variant parser actually writes floats when float property is ↵Juan Linietsky
requested, closes #3301
2016-01-08fix issues related to StringArray parsingJuan Linietsky
2016-01-08-Use simpler methods for parsing simple tags, fixes #3274Juan Linietsky
2016-01-07added ':' support to VariantParser, given it' s used by export.cfgJuan Linietsky
2016-01-07-fix bugs related to parsing config files with new variantparser, closes ↵Juan Linietsky
#3248 closes #3207
2016-01-06Fix config file parser bug that cause showing project name as "Unnamed Project"mrezai
2016-01-02proper joy axis support as actions, can be configured and inquired, fixes #2317Juan Linietsky
2015-12-31suport old-style engine.cfg colors in VariantParser, fixes #3176Juan Linietsky
2015-12-31-Fix parsing of comments in VariantParser, fixes #3175Juan Linietsky
2015-12-31-Changed var2str and str2var in GDScript to use VariantWriter and VariantParserJuan Linietsky
-It is now finally possible to parse back a variant from text!
2015-12-31-Ensure .tscn and .tres always save in a deterministic way, fixes #2495Juan Linietsky
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed -Created a VariantWriter helper to unify all variant to text writing -Moved SceneFormatText writing to VariantWriter -Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format