Age | Commit message (Collapse) | Author |
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Fix crash by adding nullcheck for uninitialized constants
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GDScript assert message parsing bug fixed
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Array/Dictionary marked as not safe to const fold
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GDScript invalid method call on built-in crash fix
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Fix: #44852
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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 🎆
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Fix: #43540
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Fix: #44459
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GDScript: Refactor builtin functions
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Fix subtracting colors and quats
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GDScript(2.0) Documentation generation system
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Values that are passed by reference are not suited for being constructed
at compile time because in this case they would be shared across all the
construction statements.
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- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
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GDScript: range function type check bug fixed
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Fix: #43586
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GDScript: Improve handling of operators
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- Use the new functions in Variant to determine the validity and resulting
type of operators.
- Split the operator function in codegen between binary and unary, since
the unary ones have now a special requirement of having the second
argument to be the NIL type when requesting info.
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It can wait until the analyzer itself is destructed, otherwise other
phases might be using freed parsers.
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Otherwise this may lead to a crash when the dependency is not present.
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They are now called "utility functions" to avoid confusion with methods
of builtin types, and be consistent with the naming in Variant.
Core utility functions are now available in GDScript. The ones missing
in core are added specifically to GDScript as helpers for convenience.
Some functions were remove when there are better ways to do, reducing
redundancy and cleaning up the global scope.
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The call of range() in a for loop is optimized to use int or vectors, to
avoid allocating an array, however the type was set as array still. With
the new typed VM this is an issue as the type mismatch the actual value,
resulting in wrong instructions to be selected.
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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-Discern between named, indexed and keyed
-Get direct access to functions for typed GDScript and GDNative bindings
-Small changes to some classes in order to work with the new setget binder
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Fixed ParseError when calling Object.new()
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Array/Dictionary Nodes no more reduced to array/dictionary variant
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Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Fix: #41377
Fix: #20436
Fix: #41953
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Fixed parser error when indexing a dictionary.
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Fix: #41772
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Fix: #41707
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Fixes #41462 where calling Object.new() in GDScript gave an error.
I fixed it by adding exclusion when checking if the name is a builtin
type to exclude objects with a comment detailing why.
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They can be reassigned as if it were a local variable.
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Sometimes a singleton might depend on another before they are fully
compiled so we can't rely on globals in this case.
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Since it's likely that they won't parse correctly.
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This gets the correct parser and class node when resolving from a full
GDScript reference.
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Fix GdScript Analyzier not detecting Resource subclass correctly
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Also allow them to access previous values wihout referencing the enum.
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It allows `get_node()` to be used with typed variables
This is marked as unsafe to warn the user.
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