Age | Commit message (Collapse) | Author |
|
|
|
|
|
Added support for scripts reporting multiple errors to ScriptTextEditor
|
|
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
|
|
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
|
|
Add Quaternion angle_to method
|
|
|
|
|
|
|
|
[Core] Reformat structure string operators
|
|
- Fix C++ compile errors about pending variable renames after the `Reference` to `RefCount` change.
- Fix C# compile errors due to the recent rename of `EnablePlugin()` and `Build()`, which are now underscore-prefixed in bindings.
- Additional rename: `godot_icall_Reference_Dtor` to `godot_icall_RefCounted_Dtor`.
|
|
Add a Time singleton
|
|
|
|
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
|
|
Core: Move DirAccess and FileAccess to `core/io`
|
|
Rename `String.is_abs_path()` to `String.is_absolute_path()`
|
|
|
|
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
|
[Net] Refactor RPCs, remove RSETs
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
Rename Quat to Quaternion
|
|
|
|
|
|
|
|
|
|
|
|
This is more consistent with `NodePath.is_absolute()`.
|
|
|
|
Also _transform to _transform3d
|
|
|
|
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
(reliable/unreliable/ordered) and channel (channels are not actually
implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
scripts that now only needs a single `get_rpc_methods` function.
|
|
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
|
|
|
|
|
|
Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
|
|
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>
|
|
Rename color constants (alternative)
|
|
This makes them easier to distinguish from other keywords.
|
|
Follow-up to #38736 (these uses were likely added after this PR was merged).
|
|
The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
|
|
The trampolines were casting double to `size_t` (likely a copy-paste
mistake), so the value was getting truncated.
|
|
|
|
`disconnect_event_signals` can be called twice (when managed instance
is disposed and from the ScriptInstance destructor).
|
|
Fix create c# script from editor after partial class type is necessary
|
|
Replace malloc's with Godot's memalloc macro
|
|
|
|
|
|
C#: Fix StringName leak warnings after generating bindings
|
|
`Main::cleanup()` prints warnings if it finds `StringName`s still alive.
We need the `BindingsGenerator` to be destructed before calling cleanup.
|
|
The following two bugs were fixed:
- For classes without namespace we were still generating `namespace {`
without a namespace identifier, causing a syntax error.
- For classes with nested namespaces we were generating only the innermost
part of the namespace was being generated, e.g.: for `Foo.Bar` we were
generating `namespace Bar {` instead of `namespace Foo.Bar {`.
This wasn't causing any build error, but because of the wrong namespace
Godot wasn't able to find the class associated with the script.
|