Commit Graph

84 Commits

Author SHA1 Message Date
Silc 'Tokage' Renew 865da09871 Implement cubic_interpolate() as MathFunc for refactoring 2022-02-12 18:11:17 +09:00
Pedro J. Estébanez 7b0ed2aa5e Rename Variant::is_ref() to is_ref_counted() 2022-01-20 18:46:25 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky 9536b3b59a Fix `randfn` in visual scripts 2021-11-17 18:52:44 +03:00
Yuri Roubinsky a74acca858 Expose `randfn` to global scope 2021-11-17 14:29:19 +03:00
Silc 'Tokage' Renew 953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
Juan Linietsky 610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Tokage 372ba76663 implement ping-pong loop in animation
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
Hugo Locurcio 650b1db4b8
Add `print_verbose()` built-in function to print in verbose mode only
This can be used as a shorthand for:

    if OS.is_stdout_verbose():
        print("...")

Unlike `print_debug()`, this works in release builds too and can
be toggled off in debug builds.
2021-09-21 15:59:49 +02:00
kobewi 017c94222e Remove cartesian2polar and polar2cartesian 2021-08-31 01:41:41 +02:00
Aaron Franke 2733b9abd8
Remove obsolete "dectime" method
Replaced by "move_toward"
2021-07-30 16:41:28 -05:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
David Cambré d7205ef1d0 The built in function math/seed was missing the sequenceport. 2021-05-22 14:01:35 +02:00
Rémi Verschelde e196733e88
Re-bind posmod, use int64_t instead of int
Fixes #48420, fixes #48421.
The binding was missed when moving GDScript built-in to Global Scope it seems.

Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2021-05-04 13:25:08 +02:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Aaron Franke f55445079a
Replace ColorN and from HTML with a string constructor 2021-02-01 17:27:19 -05:00
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
Marcel Admiraal b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
reduz 221a2a1742 Refactored variant constructor logic 2020-11-09 08:54:43 -03:00
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
Yuri Roubinsky 38fb26794b Exposed randi_range to global funcs + renamed rand_range to randf_range 2020-11-06 17:06:26 +03:00
bruvzg 80b8eff6aa
[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Nico Mitchell f7cc2b090c Change MATH_POSMOD return type back to INT 2020-04-14 17:23:35 -04:00
Nico Mitchell c2ffaf5b2b Change round return type to float 2020-04-13 13:02:40 -04:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde bd78b9f445 Remove deprecated decimals builtin
Replaced by 'step_decimals' in 3.2 via #21425.
2020-02-12 13:39:39 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
64epicks e430f8ca61 Implemented `ord` function in VisualScript 2019-09-03 17:06:11 +02:00
Rémi Verschelde 07e289963c doc: Sync classref with current source 2019-07-22 12:27:52 +02:00
Chaosus 6694c119d0 Added lerp_angles built-in function
Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
2019-07-20 12:59:41 +03:00
Aaron Franke a60f242982 Add integer posmod and rename default arg names
"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.
2019-07-18 16:33:43 -04:00
Giacom c00427add3 Added move_toward functions for float, Vector2 and Vector3 2019-05-28 11:39:35 +01:00
Rémi Verschelde c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Rémi Verschelde d211aff777
Merge pull request #27231 from Chaosus/smoothstep
Added smoothstep built-in function
2019-04-08 10:03:42 +02:00
Chaosus 514a3fb96a Added smoothstep built-in function 2019-04-07 14:11:26 +03:00
Fabio Alessandrelli 393e62b98a Add object encoding param to serialization methods
Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.

Break ABI compatibaility (API compatibility for GDNative).
2019-04-01 15:53:19 +02:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
DualMatrix 4bad2beeed Fixed argument names being swapped for atan2
The arguments of atan2() should be y,x instead of x,y This was just wrong since the internal atan2 already had y,x as parameters, so if you followed the autocomplete the result would just be wrong.
2018-09-16 21:27:54 +02:00
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde 52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
Pieter-Jan Briers 8d9d847a1a Move things into the title bars of Visual Script nodes.
This is an attempt to make VS slightly nicer to use.

WiP.
2018-04-30 01:28:31 +02:00
Chaosus 0c9312c6b8 Fixes for parameter names of builtin functions in visual scripts/core 2018-01-16 19:49:45 +03:00