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path: root/modules/gdscript/gdscript_function.cpp
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2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-19GDScript: Remove self static reference and create one on callsGeorge Marques
This is needed because of the new changes to Variant. The reference counter is increased by adding it to a Variant, which means no GDScript will be freed (or will be double freed if manually freed somewhere).
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-17Fix constant access in base class through subclass instanceChibiDenDen
Fixes as issue where a subclass calls a base class method that tries to access a constant from the script. The original code went through every ower class, and for each owner, went through its inheritance tree. This seems like the wrong order, the modified code goes to each base class, and for each base class goes through the owner tree. This is more in line with what the parser does, as the current impelemtation allows an access that the parser does not support. This change should not negatively affect existing code due to the way the parser works
2020-01-09GDScript: Validate object instance on `is` operationGeorge Marques
Avoids crashes on debug mode. Instead it now breaks the execution and show the error in-editor. Will still crash on release. Also add a similar check to Marshalls to ensure the debugger doesn't crash when trying to serialize the invalid instance.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-13GDScript: Fix type conversion in assignment with operationGeorge Marques
2019-11-11Remove ERR_EXPLAIN macros and the scaffolding they needed.Marcel Admiraal
2019-11-01GDScript: validate instance before accessing it on errorGeorge Marques
Make sure the instance is valid before trying to access the script in after an error happened. If the instance is not valid it's possible that the script is invalid as well. Fix #29623
2019-10-05Fixed some obvious typos in error messagesnoname1477
In some errors, there were closing quotation marks but no opening (e. g. "Unable to iterate on object of type " + Variant::get_type_name(container->get_type()) + "'."
2019-09-11GDScript: add an optional message parameter to assert()Mitch Curtis
Before this patch, assert() only took the condition to assert on: assert(item_data) Now, it can optionally take a string that will be printed upon failure: assert(item_data, item_name + " has no item data in ItemDatabase") This makes it easier to immediately see what the issue is by being able to write informative failure messages. Thanks to @wiped1 for sharing their patch, upon which this is based. Closes #17082
2019-08-28Fix yield check in GDScriptFunctionBojidar Marinov
Fixes #31455
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner
"modules/gdnative", "modules/gdscript" directories.
2019-07-17Fix stack underflows when yielding twiceBojidar Marinov
Also, refactor GDScriptFunctionState::_signal_callback, removing some excessive repetition. Fixes #30269.
2019-07-01Merge pull request #28884 from vnen/yield-resume-stackRémi Verschelde
Keep GDScript functions in stack while yielding
2019-07-01fix some crashesFurkan Türkal
2019-06-18GDScript: Improve error on Object to Object invalid argument callsRémi Verschelde
Fixes #27804.
2019-05-14Show function name in debugger stack traceGeorge Marques
Also show script and line when the instance is gone when resuming from yield.
2019-05-14Keep GDScript functions in stack while yieldingGeorge Marques
This prevents GDScript functions from leaving the stack too soon when they are resuming from yield, allowing the ones expecting it to finish to know the caller. Helps debugging cases when you use: `yield(function_which_yields(), "completed")` since now it shows the call that resumed that function.
2019-03-04Revert "Forbid implicit type conversion in GDScript"Rémi Verschelde
2019-03-03GDScript: Forbid implicit type conversionGeorge Marques
Since types are not present in release builds, this could cause issues where a variable does not have the exact defined type.
2019-03-03Allow parameters passed to GDScript functions to be nulledBojidar Marinov
Previous version resulted in confusing (but actually right) errors about converting "from Object to Object", since CallError does not include information about the actual types involved.
2019-01-31Fix wrong error messages for invalid arguments when calling functions ↵Bojidar Marinov
through call Fixes #25505
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-26Merge pull request #23959 from RandomShaper/fix-dangling-script-fixRémi Verschelde
Fix dangling script fix
2018-11-25Fix crash on signal/resume to dangling targetPedro J. Estébanez
2018-11-24Revert "Fix crash on signal/resume to dangling target"Pedro J. Estébanez
This reverts commit 54bdc1e1f6a7fb85a5b193c9b8ecf0dcf06949e6.
2018-11-17Allow primitives to be compared to Object types with `is`George Marques
2018-10-17Fix crash on signal/resume to dangling targetPedro J. Estébanez
Fixes #22443.
2018-10-06Fix compiler warnings in GDScript moduleGeorge Marques
2018-10-06Revert cause of #22794Mariusz Chwalba
2018-10-03Fix warnings on release builds (not DEBUG_ENABLED)Rémi Verschelde
Fixes the following Clang 5 warnings: ``` modules/bmp/image_loader_bmp.cpp:46:60: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare] modules/bmp/image_loader_bmp.cpp:48:61: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare] drivers/png/image_loader_png.cpp:231:20: warning: comparison of unsigned expression >= 0 is always true [-Wtautological-compare] scene/gui/graph_edit.cpp:1045:8: warning: comparison of constant 0 with expression of type 'bool' is always false [-Wtautological-constant-out-of-range-compare] core/class_db.cpp:812:13: warning: unused variable 'check' [-Wunused-variable] core/io/file_access_pack.cpp:172:11: warning: unused variable 'ver_rev' [-Wunused-variable] core/math/bsp_tree.cpp:195:13: warning: unused variable 'plane' [-Wunused-variable] core/math/bsp_tree.cpp:168:6: warning: unused variable 'plane_count' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:685:10: warning: unused variable 'ok' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:706:10: warning: unused variable 'ok' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:755:19: warning: unused variable 'var_type' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:1306:12: warning: unused variable 'err' [-Wunused-variable] modules/gdscript/gdscript_function.cpp:158:15: warning: unused function '_get_var_type' [-Wunused-function] modules/gdscript/gdscript_parser.cpp:750:20: warning: unused variable 'lv' [-Wunused-variable] modules/gdscript/gdscript_parser.cpp:59:15: warning: unused function '_find_function_name' [-Wunused-function] scene/main/node.cpp:2489:13: warning: unused function '_Node_debug_sn' [-Wunused-function] ```
2018-09-27Fix invalid comparison warnings: [-Wbool-compare] and [-Wenum-compare]Rémi Verschelde
Fixes the following GCC 5 warnings and actual bugs: ``` drivers/unix/net_socket_posix.cpp:562:28: warning: comparison between 'enum IP::Type' and 'enum NetSocket::Type' [-Wenum-compare] modules/gdscript/gdscript_function.cpp:792:26: warning: comparison of constant '17' with boolean expression is always true [-Wbool-compare] modules/gdscript/gdscript_function.cpp:792:26: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses] modules/gdscript/gdscript_parser.cpp:5082:58: warning: comparison of constant '6' with boolean expression is always false [-Wbool-compare] modules/gdscript/gdscript_parser.cpp:5082:58: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses] modules/mbedtls/stream_peer_mbed_tls.cpp:286:45: warning: comparison between 'enum StreamPeerTCP::Status' and 'enum StreamPeerSSL::Status' [-Wenum-compare] modules/mbedtls/stream_peer_mbed_tls.cpp:313:45: warning: comparison between 'enum StreamPeerTCP::Status' and 'enum StreamPeerSSL::Status' [-Wenum-compare] ```
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-08-26GDScript: Allow `is` operator to test built-in typesGeorge Marques
2018-07-25GDScript: Fix type detection on Object typed assignGeorge Marques
Also make typed assigns a debug-only thing, so release builds are more lenient on errors.
2018-07-25GDScript: Allow strict conversion when assigning typed variablesGeorge Marques
2018-07-25GDScript: Fix returned value of get_default_argument_count()George Marques
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
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.
2018-07-20Add typed instructions to GDScriptGeorge Marques
- 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.
2018-07-20Add static type checks in the parserGeorge Marques
- Resolve types for all identifiers. - Error when identifier is not found. - Match return type and error when not returning a value when it should. - Check unreachable code (code after sure return). - Match argument count and types for function calls. - Determine if return type of function call matches the assignment. - Do static type check with match statement when possible. - Use type hints to determine export type. - Check compatibility between type hint and explicit export type.
2018-06-28Fix memory leak in GDScript during infinnity loops with yieldsYasha Borevich
2018-05-29Refactor RPCMode enum and checksFabio Alessandrelli
2018-05-29Revert "RPCMode refactor, more sync modes"Max Hilbrunner
2018-05-26Refactor RPCMode enum and checksFabio Alessandrelli
2018-05-14Merge pull request #18545 from vnen/editor-autoloadJuan Linietsky
Enable autoload in editor
2018-05-01Fix a crash when trying to run Godot debugger on a release build.Brian Richardson
The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
2018-05-01Enable autoload in editorGeorge Marques
- 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.