Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
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From https://github.com/lucasdemarchi/codespell
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
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replaced by mouse filter
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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-Also fixed draw_texture_rect() tile parameter
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Allows aligning contents of VBoxContainer and HBoxcontainer without
having to insert expanding spacers.
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-work in progress new graph system (will replace current one)
-crash fix in s3m loader (out of bounds acess)
-fixed vbox overriding of separation (fixes empty line between section tabs)
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