Age | Commit message (Collapse) | Author |
|
|
|
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/
|
|
|
|
Replaces the `extends` keyword with `is` in the context of testing for type compatibility.
`extends` is still used for declaring class inheritance.
Example:
```gdscript
extends Node2D
func _input(ev):
if ev is InputEventKey:
print("yay, key event")
```
|
|
|
|
From https://github.com/lucasdemarchi/codespell
|
|
|
|
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
|
|
|
|
Adds pattern matching to GDScript
|
|
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.
|
|
if extends not used.
|
|
changed comments
|
|
|
|
-Added code lookup and code completion support for properties too
|
|
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()
|
|
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!
|
|
Release mode
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.
This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.
Fixes #6487
|
|
|
|
Fixes #1961
|
|
|
|
|
|
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
|
|
Optimize member access with self
|
|
|
|
Let the compiler take the fast path when a member is superfluously accessed with `self.`.
|
|
those with export()
-Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script
-closes #5146
|
|
|
|
|
|
|
|
|
|
It is now possible to profile GDScript as well as some parts of Godot
internals.
|
|
from relative paths.
|
|
|
|
-fixes instantiable subclasses not working, as reported in #3871
|
|
|
|
|
|
for p_func inside _parse_function
|
|
|
|
variables until _ready() is run.
|
|
closes #2175
|
|
, fixes #1685
|
|
fixes #1703
|
|
|
|
|
|
-fixed issues in tilemap editor (swap arrows not showing/hiding properly)
|
|
-=-=-=-=-=-=-=-=-=-
-Massive improvement to code completion
-Argument hinting for functions
If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.
Please enter the commit message for your changes. Lines starting
|
|
-=-=-=-=-
-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
|
|
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
|
|
properties (#718)
-WorldEnvironment cleanup issues fixed (#563)
-Text Editor improvement to shift-mouse selection (#648)
-(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652)
-Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense
-Added add_collision_exception() API in PhysicsBody (more accessible)
-ability to select and copy in the output messages panel
|