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2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-10Revert "Fix auto reload scripts on external change"Rémi Verschelde
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-09Merge pull request #49473 from cptchuckles/fix-auto-reload-scriptsRémi Verschelde
2021-10-06GDScript: Set status on parsing steps beforehandGeorge Marques
To avoid potential dependency cycles. If any happens it will not get into infinite recursion anymore and errors will cascade later on.
2021-09-11Avoid crash after a parsing error in GDScriptPedro J. Estébanez
2021-09-02Fix auto reload scripts on external changeJonathan Gollnick
2021-08-16Fix crash when failing to load script from cachePouleyKetchoupp
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-09GDScript: Fix MutexLock usage, fixes Clang 6 compatRémi Verschelde
Fixes #41852.
2020-08-23GDScript: Use pointer instead of references in cacheGeorge Marques
They are not supposed to be kept alive and this is cleaner and less error-prone than unreferencing the elements.
2020-08-17GDScript: Fix crash when superclass file is non-existentGeorge Marques
Incidentally, allow EOF to be an end of statement.
2020-07-22Wrap up GDScript 2.0 base implementationGeorge Marques
2020-07-20Add GDScript cache singletonGeorge Marques