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path: root/modules/gdscript/gdscript_utility_functions.cpp
AgeCommit message (Collapse)Author
2021-11-01GDScript gracefully handle debug functions from separate threadBrian Semrau
2021-09-30Use range iterators for `Map`Lightning_A
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-03-21Rename Array.invert() to Array.reverse()Marcel Admiraal
Does the same internally for List and Vector<>, which includes all PackedArray types.
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 🎆
2020-11-26GDScript: Refactor builtin functionsGeorge Marques
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.