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2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-10-14Make some Image methods statickobewi
2022-09-20[Core] Make ImageFormatLoader extensible.Fabio Alessandrelli
2022-08-23Make `ImageLoader` take bit field flagsYuri Sizov
2022-04-13Color: Rename `to_srgb`/`to_linear` to include base color spaceRémi Verschelde
This helps reduce confusion around sRGB <> Linear conversions by making both input and output color spaces explicit.
2022-04-11Make FileAccess and DirAccess classes reference counted.bruvzg
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-10-12Fix some LGTM errors of "Multiplication result converted to larger type"Aaron Franke
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 🎆
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
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.
2019-08-17Replace last occurrences of 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG'Rémi Verschelde
The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is (conditionally defines the error message). There are a few ERR_EXPLAINC calls for C-strings where String is not included which can stay as is to avoid adding additional _MSGC macros just for that. Part of #31244.
2019-08-12Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner
2019-01-28Cleanup unused headerMartin Capitanio
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
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.
2018-03-11Fixes importing hdr files with extra header infoJorn Van denbussche
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-10-21Cleanup unnecessary debug printsRémi Verschelde
2017-09-01Fix files headerPoommetee Ketson
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-20Added support for SVGDaniel J. Ramirez
2017-06-05Merge pull request #8990 from zer0problem/masterRémi Verschelde
Fixed .hdr support to compile on windows
2017-05-31Fixed compiling on windows after .hdr supportzer0problem
Changed type to avoid casting.
2017-05-30Several fixes related to PBR and EnvironmentJuan Linietsky
2017-05-28-Added .hdr format supportJuan Linietsky
-Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant