Age | Commit message (Collapse) | Author |
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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.
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shadowed var warning in nested block bug fix
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Using clang-tidy's `modernize-redundant-void-arg`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
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Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
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Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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ThakeeNathees/range-crash-with-non-numeric-const-fix
range() with non-numeric const argument crash fix
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regression: var declaration type info parser bug fix
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Can be manually set, let's not pollute them further.
Should also be done for WebRTC.
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Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp
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Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
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New GPU lightmapper
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DisplayServerJavaScript, improvements to HTML5 build (still dummy renderer).
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Fix inherited C# scene not inheriting parent's fields
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C#: Support for building with the dotnet CLI
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By adding a reference to the 'Microsoft.NETFramework.ReferenceAssemblies' nuget
package, we can build projects targeting .NET Framework with the dotnet CLI.
By referencing this package we also don't need to install Mono on Linux/macOS
or .NET Framework on Windows, as the assemblies are taken from the package.
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-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
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When a child scene inherits a parent scene with a C# root node, the
parent scene's export variables appear to assume values set in the
parent scene, in the child scene's Inspector. However, when the child
scene is played, the parent scene's export variables assume default
values.
When a node is created, it inherits its parent C# script's fields from
the map CSharpScriptInstance::script->member_info. However this map was
not initialized outside the editor, and this commit ensured it is. This
fixes issues #36480 and #37581.
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Move copyToFS into utils.js library included with '--pre-js'.
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This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
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Style: clang-format: Disable if statements and case labels on single line
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Switch to nuget Microsoft.Build and rewrite GodotTools messasing protocol
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Part of #33027.
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Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
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ThakeeNathees/saveing-cyclic-inheritance-crash-fix
Fix: saving gdscript with cyclic inheritance crash the editor
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Allow using integer vectors for iteration and make range() use them
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Fix: more clearer unexpected statement end error messages
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Fix: #38552
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Fix: #9609
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Fix object leaks caused by unfulfilled yields
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fix: dict2inst crash when constructor has arguments
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GDScript class var type resolve bug fixed
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python like string escape implemented
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parser error for static func access non-static variables
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Not sure if we should check revision too, but this is good enough for what we want.
This will be needed to load the correct Microsoft.Build when we switch to the nuget version.
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Causes issues with some editors as it's confused with `string.Empty`.
Should use `string.IsNullOrEmpty(str)` instead.
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Mono: Use msbuild instead of nuget.exe for restoring
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- Make GodotTools output directly to the SCons output directory.
- Removed xbuild_fallback from the build system.
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A minor bugfix
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