Age | Commit message (Collapse) | Author |
|
The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
|
|
Does the same internally for List and Vector<>, which includes all
PackedArray types.
|
|
|
|
|
|
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 🎆
|
|
Removes unused code in OS.
Fixes return types.
Fixes few typos.
|
|
Extra `_2d` suffixes are removed from 2D methods accoringly.
|
|
|
|
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
|
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
|
|
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
|
|
This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
|
|
|
|
|
|
A few extra renames for classes which were missed in last week's PRs.
|
|
Found via `codespell`
|
|
incorrect parameter.
|
|
|
|
- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
|
|
- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
|
|
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
|