Age | Commit message (Collapse) | Author |
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Added String.count method
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Fix some code found by Coverity Scan and PVS Studio
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Not sure why this error popped up when I enabled C++11 on the codebase,
but I guess this should fix it.
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**Important:** This does not mean *yet* that C++11 features should be used
in contributions to Godot's codebase.
For now this change is done solely for feature branches working on Vulkan
support and GDScript typed instruction sets for Godot 4.0, which will both
use C++11 features and are based on the master branch.
The plan is to start porting the codebase to C++11 after Godot 3.2 is
released, following upcoming guidelines on the subset of new features that
should be used, and when/how to use them.
We will advertise clearly when C++11 contributions are open, especially
once we start a coordinated effort to port Godot's massive codebase. In the
meantime, please bear with us and good ol' C++03. :)
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Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.
Part of #30270.
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If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
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Fix mono module build errors for release templates
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Added lerp_angle built-in function
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Changed large const string values to const string ref in some assimp functions
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Changed some code reported by LGTM and Coverity
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Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
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Properly release added resource loader and save references. Otherwise PluginScript API
may cause "ObjectDB Instances still exist!" warnings and segmentation faults on exit.
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Add integer posmod and rename default arg names
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"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.
I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
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Remove useless casts to String
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Also, refactor GDScriptFunctionState::_signal_callback, removing some excessive repetition.
Fixes #30269.
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Some of the values in compression enumeration represent uncompressed formats:
https://docs.microsoft.com/en-us/openspecs/windows_protocols/ms-wmf/4e588f70-bd92-4a6f-b77f-35d0feaf7a57
This allows the loader to proceed with uncompressed formats.
Note that loading compressed BMP's is still not supported.
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Color table should exist for images with bit count <= 8. Importing 16-bit
BMP images could also likely have a color table but they're not currently
supported in Godot.
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Show static functions inside classes in method list
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Fix unreachable code detection in match statements
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Mono: Better handling of missing/outdated API assemblies
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Remove the old API assembly invalidation system. It's pretty simple since now the editor has a hard dependency on the API assemblies and SCons takes care of prebuilding them.
If we fail to load a project's API assembly because it was either missing or outdated, we just copy the prebuilt assemblies to the project and try again. We also do this when creating the solution and before building, just in case the user removed them from the disk after they were loaded.
This way the API assemblies will be always loaded successfully. If they are not, it's a bug.
Also fixed:
- EditorDef was behaving like GlobalDef in GodotTools.
- NullReferenceException because we can't serialize System.WeakReference yet. Use Godot.WeakRef in the mean time.
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[WIP] Update xatlas to latest upstream commit (1efe581).
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Mono: Fix Api HintPath and update old game projects
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Mono: Fix null dereference in EditorExportPlatformAndroid
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Fixed Api assembly references with more than one HintPath.
Also made the editor update old C# projects use the new Api assembly HintPaths.
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We need to dispose the GodotSharpExport export plugin before the editor destroys EditorSettings. Otherwise, if the GC disposes it at a later time, EditorExportPlatformAndroid will be freed after EditorSettings already was, and its device polling thread will try to access the EditorSettings singleton, resulting in null dereferencing.
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Fix IndexOutOfBounds in FindMsBuildToolsPathOnWindows
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Pass by reference to const
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Mono: Fix null exception in GenerateGameProject
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Also fix pdb files for GodotTools.*.dll assemblies not being copied to the output directory.
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SCons no longer passes FrameworkPathOverride to MSBuild
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