Commit Graph

30 Commits

Author SHA1 Message Date
Pedro J. Estébanez f4d76853b9 WorkerThreadPool (plus friends): Overhaul unlock allowance zones
This fixes a rare but possible deadlock, maybe due to undefined behavior. The new implementation is safer, at the cost of some added boilerplate.
2024-08-21 12:22:52 +02:00
rune-scape 86b23d0420 GDScriptCache: Clear abandoned parser refs 2024-07-23 12:54:45 -07:00
Rémi Verschelde 1ebd12ac5f
Merge pull request #92616 from rune-scape/rune-invalidate-parser-chain
GDScript: Invalidate cached parser chain when reloading
2024-07-02 17:27:25 +02:00
rune-scape 7f7114c008 GDScript: partially allow some functions on invalid scripts
+ always default initialize static variables
+ dont invalidate script when dependant scripts don't compile/resolve
2024-06-02 02:08:26 -07:00
rune-scape ffc0d0981b GDScript: Invalidate cached parser chain when reloading 2024-05-31 18:49:48 -07:00
rune-scape 6b88c86cec GDScript: invalidate GDScriptParserRef when reloading 2024-04-18 14:05:58 -07:00
Rémi Verschelde ee5ace10b7
Merge pull request #85501 from /remove-packed-scene-cache 2024-02-25 11:49:27 +01:00
George Marques b4d0a09f15
GDScript: Reintroduce binary tokenization on export
This adds back a function available in 3.x: exporting the GDScript
files in a binary form by converting the tokens recognized by the
tokenizer into a data format.

It is enabled by default on export but can be manually disabled. The
format helps with loading times since, the tokens are easily
reconstructed, and with hiding the source code, since recovering it
would require a specialized tool. Code comments are not stored in this
format.

The `--test` command can also include a `--use-binary-tokens` flag
which will run the GDScript tests with the binary format instead of the
regular source code by converting them in-memory before the test runs.
2024-02-08 11:20:05 -03:00
Jordyfel ef5dcccde7 Stop caching packed scenes in GDScript cache 2023-11-29 12:52:55 +02:00
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
George Marques 0ba6048ad3
Add support for static variables in GDScript
Which allows editable data associated with a particular class instead of
the instance. Scripts with static variables are kept in memory
indefinitely unless the `@static_unload` annotation is used or the
`static_unload()` method is called on the GDScript.

If the custom function `_static_init()` exists it will be called when
the class is loaded, after the static variables are set.
2023-04-27 09:51:44 -03:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
rune-scape 2dfc6d5b69 GDScript: Allow out of order member resolution 2022-12-14 21:44:05 -05:00
Adam Scott ff544df926 Fix `GDScriptCache` to not remove scripts/scenes individually when clearing 2022-12-10 12:48:07 -05:00
Adam Scott 88f3045301 Move GDScript uninitialization to `GDScriptLanguage::finalize()`
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2022-12-06 09:35:39 -05:00
Adam Scott 69bb7e5b11 Fix singleton scene cyclic loading 2022-11-25 12:43:55 -05:00
Adam Scott eb62d241c0 [godot#61386] Fix autoload scenes implicit types 2022-11-21 23:39:31 -05:00
Adam Scott 5704055d30 Fix cyclic references in GDScript 2.0 2022-11-18 16:41:31 -05:00
Rune bce6f1792e GDScript compiler subclass bugfixes 2022-11-13 02:29:21 -08:00
Rindbee f1a4041f52 Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORE 2022-09-24 16:06:36 +08:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Pedro J. Estébanez 10c9c2ccd4 Avoid crash after a parsing error in GDScript 2021-09-11 11:35:25 +02:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
George Marques d36d7e2a1c
GDScript: Use pointer instead of references in cache
They are not supposed to be kept alive and this is cleaner and less
error-prone than unreferencing the elements.
2020-08-23 12:55:27 -03:00
George Marques a0f54cb95e
Wrap up GDScript 2.0 base implementation 2020-07-22 11:07:51 -03:00
George Marques 7adb0d77cc
Add GDScript cache singleton 2020-07-20 11:38:39 -03:00