Age | Commit message (Collapse) | Author |
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GDScript: Fix type for index subscript on constant
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- Add outer class lookup test
- Add signal lookup test
Co-authored-by: Dmitrii Maganov <vonagam@gmail.com>
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GDScript: Begin making constants deep, not shallow or flat
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GDScript enum fixes & refactor
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[MP] Fix server_relay being unsettable.
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Renamed to "spawn_function".
Allow both custom spawn and auto spawn list to co-exist.
This makes it possible to implement custom spawn without being forced to
attach a script to MultiplayerSpawner directly.
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Removed unused property hints and `Object::get_translatable_strings()`
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* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes #30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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GDScript: Don't use the NIL address to hold return value of functions
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GDScript: Fix multiline and trailing comma for assert
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This prevents that the NIL address is filled with another value, which
causes problems for some instructions that read from NIL.
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adamscott/make-gdscript-clear-less-prone-to-heap-use-after-free
Resolve `GDScript::clear()` `heap-use-after-free` ASAN errors
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Also includes #71080.
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
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Use BitField<> hint for Mesh.ArrayFormat and Control.SizeFlags
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[4.x] Rework const on NavigationServer methods
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This was missing in the conversion of bitflags to BitField<>.
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`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
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Add PropertyInfo overload for GLOBAL_DEF
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Add tests for FastNoiseLite/NoiseTexture
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+ fix some issues with seamless noise generation
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Unify typing of variables, constants and parameters in GDScript
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Fix pingpong-loop with `loop_wrap` is not working & clean-up cubic interpolation key retrieve process
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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".
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Optimizations for GDScript VM
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Various improvements to OpenXR extension wrappers
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Cache script when reloading even if there's errors
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Made extension container in OpenXRAPI static
Moved controller meta data into extensions where applicable
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GDScript: Fix wrong native type for preloaded class
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Stop NodeRef highlighting if you start with a number
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[TextServer] Make `free` calls thread safe.
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jamesmintram/jamesm/bugfix/gltf-import-fix-stale-node-ref
Update stale node ref after replace_by in GLTF importer
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GDScript: Error when assigning return value of void function
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Add safety-checks before some servers `free()`
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GDScript: Disallow return with value in void functions
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Inner classes get their docs back
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* Removed instruction argument count and instruction prefetching. This is now done on the fly. Reduces jumps.
* OPCODE_DISPATCH now goes directly to the next instruction, like in Godot 3.x.
I have nothing I can use to test performance, so if anyone wants to lend a hand and compare with master (both on debug and release), it would be very welcome.
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