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AgeCommit message (Collapse)Author
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-04-29Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-03-18Mono: Fix Android build after #46900Rémi Verschelde
2021-03-13Replace malloc's with Godot's memalloc macroEv1lbl0w
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-19Cleanup: Remove executable bit from files which don't need itRémi Verschelde
Drop unused xpmfix.sh script.
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 🎆
2020-12-29Fix missed renamings from empty() to is_empty()Rémi Verschelde
Those were missed in #44401 or added by later PRs.
2020-12-14Mono: Make Godot provide its own WASM m2n trampolinesIgnacio Etcheverry
This depends on a custom Mono patch from this commit: godotengine/godot-mono-builds@0e312939bd0dc4b807cc15dbe76a7b65456ab928
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
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
2020-10-02iOS: RefactoringSergey Minakov
Enabled ARC for iOS. Weakify/Strongify macros for objc blocks. Removed old version checks. Specific types for ObjC++ modules to exclude unneeded bridging. Separate DeviceMetrics class for device specific data. Replaced old/deprecated functionality.
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31Mono/C#: Add iOS supportIgnacio Etcheverry
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.