Age | Commit message (Collapse) | Author |
|
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
|
|
objects and made them default.
|
|
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).
|
|
|
|
Fixes #27582
|
|
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.
|
|
|
|
Since types are not present in release builds, this could cause issues
where a variable does not have the exact defined type.
|
|
Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
|
|
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
|
|
Some classes are represented internally with an underscore prefix, so we
need to make sure we match this representation when type-checking,
otherwise the check might fail on a valid scenario.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
This reverts commit 54bdc1e1f6a7fb85a5b193c9b8ecf0dcf06949e6.
|
|
Fixes #22443.
|
|
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.
|
|
|
|
- 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.
|
|
- 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.
|
|
|
|
|
|
|
|
|
|
- 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.
|
|
now, allowing to yield for completion of a function with more than one yield inside.
|
|
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!
|
|
|