Age | Commit message (Collapse) | Author |
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gdscript: use correct error for unused bind match, suppress with underscore
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Fix logic errors in match-statement Array & Dictionary patterns
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GDScript: Support `%` in shorthand for `get_node`
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The `%` is used in scene unique nodes. Now `%` can also be used instead
of `$` for the shorthand, besides being allowed generally anywhere in
the path as the prefix for a node name.
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Also avoid it when the type is known to be a signal.
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They cannot be accessed in this case, so an error is shown to avoid
misleading the uses, especially in case of named lambdas.
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
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Fix issues with multiple bind patterns in match statement
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Previously, there was an issue where the gdscript analyzer incorrectly
riased a validation error for code that had a default Dictionary, Array,
or custom type.
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These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
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Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.
Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.
Fixes #59884.
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
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To guarantee polymorphism, a method signature must be compatible with
the parent. This checks if:
1. Return type is the same.
2. The subclass method takes at least the same amount of parameters.
3. The matching parameters have the same type.
4. If the subclass takes more parameters, all of the extra ones have a
default value.
5. If the superclass has default values, so must have the subclass.
There's a few test cases to ensure this holds up.
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Less stringly typed logic, and less String allocations and comparisons.
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Since enums resolve to a dictionary at runtime, calling dictionary
methods on an enum type is a valid use case. This ensures this is true
by adding test cases. This also makes enum values be treated as ints
when used in operations.
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- Fix compilation issues by disabling warnings on release builds. This
also strips warnings from expected result before the comparison to
avoid false mismatches.
- Add a `#debug-only` flag to tests. Must be the first line of the test
script. Those won't run with release builds. Can be used for test
cases that rely on checks only available on debug builds.
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This makes sure that assigning values to enum-typed variables are
consistent. Same enum is always valid, different enum is always
invalid (without casting) and assigning `int` creates a warning
if there is no casting.
There are new test cases to ensure this behavior doesn't break in
the future.
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Fix GDScript parser crash on 'dollar mixed with assignment' expression
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Add annotation to ignore warnings
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Happy new year to the wonderful Godot community!
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Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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fixes #53696
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