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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!
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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.
2020-05-14Enforce use of bool literals instead of integersRémi Verschelde
Using clang-tidy's `modernize-use-bool-literals`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
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.
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-04load JPG images as rbg instead of rgba, fixes #21867Simon Wenner
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.
2018-07-17Add webp buffer loader for Imagegeequlim
Cleanup the code memory load related code for Image Fix jpeg buff load function always returns OK event failed
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!
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-20Added support for SVGDaniel J. Ramirez
2017-05-30Several fixes related to PBR and EnvironmentJuan Linietsky
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-10-15jpg: Make it a module and split jpgd thirdparty filesRémi Verschelde
Similar rationale as in previous commit.