Age | Commit message (Collapse) | Author |
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Move and add new RegEx test cases
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GDScript: Typed VM Take 2
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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.
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Only for built-in types.
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Methods from builtin types can be called by using the function pointer
when the argument and base types are known at compile time.
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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.
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It now uses the direct operator function pointer, which increases
performance in evaluation.
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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.
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To improve organization and reduce the size of compilation units.
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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.)
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Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
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Add LStrip, RStrip, and HexEncode to C#
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* 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
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Minor clamp and float fixes
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[HTML5] Port inline JS code to libraries, AudioWorklet support.
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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.
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Updated gd_glue.cpp to work in the variant refactoring (Mono enabled)
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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).
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Clarify that code in `assert()` should avoid side effects
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Without this change the engine dont compile with the mono module enabled.
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GDNative: Define special char types in string.h
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Those are standard types in C++ but not in C.
This also removes the wchar header which is not needed anymore and use
stddef.h instead (which is needed for size_t).
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-Discern between named, indexed and keyed
-Get direct access to functions for typed GDScript and GDNative bindings
-Small changes to some classes in order to work with the new setget binder
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Add `Image.load_bmp_from_buffer()` for run-time BMP image loading
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-Using classes to call and a table
-For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
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Remove `Color.contrasted()` as its behavior is barely useful
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Fixes the misleading message when a non-existing function name is passed to TreeItem.call_recursive()
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Includes various changes triggered by the refactoring of method bindings.
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Fixed ParseError when calling Object.new()
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Returning the most contrasting color isn't a trivial task, as there
are often many possible choices. It's usually best left for the user
to implement using a script.
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