Age | Commit message (Collapse) | Author |
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Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
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Fixes #27880
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It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
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Wrapped libpng usage in a pair of functions under PNGDriverCommon,
which convert between Godot Image and png data.
Switched to libpng 1.6 simplified API for ease of maintenance.
Implemented ImageLoaderPNG and ResourceSaverPNG in terms of
PNGDriverCommon functions.
Travis, switched to builtin libpng (thus builtin freetype and zlib also)
so we can build on Xenial.
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ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
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Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
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Update libpng (1.6.35 --> 1.6.36)
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Happy new year to the wonderful Godot community!
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Fixes the following Clang 5 warnings:
```
modules/bmp/image_loader_bmp.cpp:46:60: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
modules/bmp/image_loader_bmp.cpp:48:61: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
drivers/png/image_loader_png.cpp:231:20: warning: comparison of unsigned expression >= 0 is always true [-Wtautological-compare]
scene/gui/graph_edit.cpp:1045:8: warning: comparison of constant 0 with expression of type 'bool' is always false [-Wtautological-constant-out-of-range-compare]
core/class_db.cpp:812:13: warning: unused variable 'check' [-Wunused-variable]
core/io/file_access_pack.cpp:172:11: warning: unused variable 'ver_rev' [-Wunused-variable]
core/math/bsp_tree.cpp:195:13: warning: unused variable 'plane' [-Wunused-variable]
core/math/bsp_tree.cpp:168:6: warning: unused variable 'plane_count' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:685:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:706:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:755:19: warning: unused variable 'var_type' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:1306:12: warning: unused variable 'err' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:158:15: warning: unused function '_get_var_type' [-Wunused-function]
modules/gdscript/gdscript_parser.cpp:750:20: warning: unused variable 'lv' [-Wunused-variable]
modules/gdscript/gdscript_parser.cpp:59:15: warning: unused function '_find_function_name' [-Wunused-function]
scene/main/node.cpp:2489:13: warning: unused function '_Node_debug_sn' [-Wunused-function]
```
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Also finally move freetype to its own env and disable warnings for it.
Still needs some work to fix the awkward situation of the freetype and
svg modules used in scene/ and editor/ respectively.
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Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
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-Added system for feature overrides, it's pretty cool :)
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-Restored resource previews!
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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
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modified files)
-.pck and .zip exporting redone, seems to be working..
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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.
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renamed to PoolVector
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categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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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!
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Also prefix all thirdparty-related toggles with `builtin`.
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Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
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Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
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Done with `autopep8 --select=E1`, fixes:
- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
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Also switch existing shebangs to "better" /usr/bin/env python.
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The reordering of the SConscript includes allows to ensure that
stuff like the builtin zlib headers will be available for libpng.
Also moved glew back into global env, otherwise windows seems
not to find it... Kind of shooting in the dark with this multi-env
setup.
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This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.
This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.
This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.
Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.
"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
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Uses the new structure agreed upon in #6157, but the thirdparty/ folder
does not behave following a logic similar to that of modules/ yet.
The png driver can't be moved to a module as discussed in #6157, as it's
required by core together with a few other ImageLoader implementations
(see drivers/register_driver_types.cpp:register_core_driver_types())
Dropped the possibility to disable PNG support, it's a core component
of Godot.
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-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
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