Age | Commit message (Collapse) | Author |
|
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
|
|
|
|
Fixes #25316.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
|
|
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.
|
|
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
|
|
Modules can register their own editor plugins (like GridMap does),
so no need to put module-specific classes in the `editor/` folder.
Also cleans up the previous SCons env pollution from the Recast
module, integrating its code into libmodules as other modules.
|
|
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
|
|
At least this makes Godot compile for Android until there is a better
solution.
|
|
|