Age | Commit message (Collapse) | Author |
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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 🎆
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Fix gdscript `and` operator
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Use pointer parameters in Variant function pointers
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GDScript: Refactor builtin functions
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Instead of references. This is needed because those function pointers
are used in GDNative which needs to work with plain C, which doesn't
support passing parameters by reference.
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
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Initialize class/struct variables with default values in platform/ and editor/
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Storing script references to pointer only in result.script_type could
lead to losing the last reference, causing further conversions from
Script* to Ref<Script> to fail.
Now result.script_type_ref is always set first, and then cleared in the
specific case of the script being the owner, to avoid cyclic reference
issues.
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Add bracket or space to some keyword completions
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Fix subtracting colors and quats
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Several edits to the GDScript docs
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GDScript(2.0) Documentation generation system
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GDScript default argument override bug fix
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Fix VariantInternal initialization and setting of object
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Implement proper error print, Fixes a crash when no error messages are generated by the analyser.
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- Initialize Object pointer to nullptr so it's not used by mistake.
- When setting an Object check if it's a reference so refcounting works
as intended.
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Values that are passed by reference are not suited for being constructed
at compile time because in this case they would be shared across all the
construction statements.
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- ClassDoc added to GDScript and property reflection data were extracted
from parse tree
- GDScript comments are collected from tokenizer for documentation and
applied to the ClassDoc by the GDScript compiler
- private docs were excluded (name with underscore prefix and doesn't
have any doc comments)
- default values (of non exported vars), arguments are extraced from the
parser
- Integrated with GDScript 2.0 and new enums were added.
- merge conflicts fixed
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Fix: #41766
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generated by the analyser.
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Fixes crash when parse_expression returns nullptr.
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GDScript: range function type check bug fixed
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Fix crash due to unreachable code in properties
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Fix: #43586
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This is not user accessible anymore so it does not need to be show in
documentation.
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GDScript: Improve handling of operators
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Some GDScript fixes
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- Use the new functions in Variant to determine the validity and resulting
type of operators.
- Split the operator function in codegen between binary and unary, since
the unary ones have now a special requirement of having the second
argument to be the NIL type when requesting info.
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It can wait until the analyzer itself is destructed, otherwise other
phases might be using freed parsers.
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Otherwise this may lead to a crash when the dependency is not present.
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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.
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A couple of GDScript fixes
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It was mistakenly returning the source instead of the result.
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The call of range() in a for loop is optimized to use int or vectors, to
avoid allocating an array, however the type was set as array still. With
the new typed VM this is an issue as the type mismatch the actual value,
resulting in wrong instructions to be selected.
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- Replace the for loop temporaries by locals. They cause conflicts with
the stack when being popped, while locals are properly handled in the
scope.
- Change the interface for the codegen so the for loop list doesn't live
through the whole block if it's a temporary.
- Keep track of the actual amount of local variables in the stack. Using
the size of the map is misleading in cases where multiple locals have
the same name (which is allowed when there's no shadowing).
- Added a few debug checks for temporaries, to avoid them being wrongly
manipulated in the future. They should not live more than a line of
code.
- Rearrange some of compiler code to make sure the temporaries don't
live across blocks.
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Only for built-in types.
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