Age | Commit message (Collapse) | Author |
|
Fixes GCC 5 warnings of the form:
core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]
Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
|
|
Revert part of e4af39cbc00446b03d142882a69813e94f0838b2 that was causing
a crash.
|
|
|
|
The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
|
|
Misc. typos
|
|
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
|
|
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.
|
|
Fixes #21682 with a partial revert of #21411.
The ~Ref() destructor (from 'scriptres') already takes care
of freeing the 'script' resource.
|
|
- gdscript
- gdscript_compiler
- regex
- android/export
- gles3/rasterizer (scene and storage)
|
|
|
|
Don't show on console/output anymore.
|
|
|
|
|
|
Fix case where exported properties value is lost
|
|
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
|
|
Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation
- Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly.
- Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false.
- Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty.
- PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not.
- Fixed a few problems during reloading of C# scripts.
|
|
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.
|
|
This makes the Script API provide accurate information when requesting
property or method info.
|
|
- Typed assignment (built-in, native, and script).
- Cast (built-in conversion; native and script checks).
- Check type of functions arguments on call.
- Check type of members on set.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
|
|
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
wrong function,
leading to unnecesary copy on writes and reduced performance.
|
|
|
|
|