Age | Commit message (Collapse) | Author |
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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exiting game - Fixes #20075
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Autowrap to expand to up to 3 lines + display full error in tooltip.
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
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Save runtime node as scene from remote scene tree.
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Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
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do not show line number and/or file if not defined
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includes new enum, MeshInstance2D, Skeleton2D, Cut, Copy and Paste icons.
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stopped.
Clear debugger stack inspector if the debugger is stopped when selected stack changed.
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Fix Godot getting swamped by debug events
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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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A few small Debugger->Errors tab enhancements:
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Happy new year to the wonderful Godot community!
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1. Added "Clear" button to clear list.
2. Errors list now populated with newest items comes first, so no need to scroll everytime.
3. Added PopupMenu to errors list with ability to quickly Copy error text & details.
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The performance cost is too high for now, so it should be opt-in for users
who really need it all the time. Fixes #13833.
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Rename editor setting scene_tree_refresh_interval to remote_scene_tree_refresh_interval.
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Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
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Remove remote inspector panel
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so that users don't have to hold CTRL to select multiple entries.
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Renamed fixed_process to physics_process
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- make it work in combination with the border for tabs
- fixed updating when changing theme
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Implements set_margins_preset(...)
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set_anchors_and_margins_preset(PRESET_WIDE)
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Add a hint that helps user discover monitor graph
Fix last row drawn outside when only one graph is in that row
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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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-Changed the way objects are marshalled and sent to the debugger
-Editing debugged objects happens in the remote inspector now
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Visual polishing
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