Age | Commit message (Collapse) | Author |
|
Fixes crash when parse_expression returns nullptr.
|
|
GDScript: range function type check bug fixed
|
|
Fix crash due to unreachable code in properties
|
|
Fix: #43586
|
|
This is not user accessible anymore so it does not need to be show in
documentation.
|
|
GDScript: Improve handling of operators
|
|
Some GDScript fixes
|
|
- Use the new functions in Variant to determine the validity and resulting
type of operators.
- Split the operator function in codegen between binary and unary, since
the unary ones have now a special requirement of having the second
argument to be the NIL type when requesting info.
|
|
It can wait until the analyzer itself is destructed, otherwise other
phases might be using freed parsers.
|
|
Otherwise this may lead to a crash when the dependency is not present.
|
|
|
|
A couple of GDScript fixes
|
|
GDScript: Fix mishandling of stack pointers
|
|
It was mistakenly returning the source instead of the result.
|
|
The call of range() in a for loop is optimized to use int or vectors, to
avoid allocating an array, however the type was set as array still. With
the new typed VM this is an issue as the type mismatch the actual value,
resulting in wrong instructions to be selected.
|
|
- Replace the for loop temporaries by locals. They cause conflicts with
the stack when being popped, while locals are properly handled in the
scope.
- Change the interface for the codegen so the for loop list doesn't live
through the whole block if it's a temporary.
- Keep track of the actual amount of local variables in the stack. Using
the size of the map is misleading in cases where multiple locals have
the same name (which is allowed when there's no shadowing).
- Added a few debug checks for temporaries, to avoid them being wrongly
manipulated in the future. They should not live more than a line of
code.
- Rearrange some of compiler code to make sure the temporaries don't
live across blocks.
|
|
ptrcall is now also used to optimize calls in GDScript, on top of the existing
use by the GDNative and Mono modules.
It no longer makes sense to make it optional.
|
|
|
|
[HTML5] Linting, fixes.
|
|
Should I write a poem about this whole new world? ;)
|
|
Move and add new RegEx test cases
|
|
GDScript: Typed VM Take 2
|
|
Test cases for 'RegEx' are moved from 'test_string.h' to own test suite
in 'test_regex.h'. Additionally, new tests are introduced and '_init' is
removed as it isn't implemented/used anywhere.
|
|
|
|
Only for built-in types.
|
|
|
|
Methods from builtin types can be called by using the function pointer
when the argument and base types are known at compile time.
|
|
|
|
When the base type is known at compile-time, we can get a direct
function pointer that is faster than the regular set/get paths.
|
|
It now uses the direct operator function pointer, which increases
performance in evaluation.
|
|
Almost all instructions need variant arguments. With this change they
are loaded in an array before each instruction call. This makes the
addressing code be localized to less places, improving compilation
overhead and binary size by a small margin.
This should not affect performance.
|
|
To improve organization and reduce the size of compilation units.
|
|
Initial work to make liniting easier.
This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
|
|
See #43689.
Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
|
|
|
|
|
|
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
|
|
Add LStrip, RStrip, and HexEncode to C#
|
|
|
|
|
|
|
|
|
|
* Using C-style function pointers now, InternalMethod is gone.
* This ensures much better performance in typed code.
* Renamed builtin_funcs to utility_funcs, to avoid naming confusion
|
|
Minor clamp and float fixes
|
|
[HTML5] Port inline JS code to libraries, AudioWorklet support.
|
|
|
|
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
|
|
|
|
Updated gd_glue.cpp to work in the variant refactoring (Mono enabled)
|
|
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
|