* 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!
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
Implemented by request of @neikeq to advance in the GDExtension version of Mono.
* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).
This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
Type emit_signal exposed method return type
set UndoRedo add_do_method and add_undo_method exposed return void
Set TreeItem::_call_recursive_bind returns void
Set _rpc_bind and _rpc_id_bind returns void in Node
Set _call_group and _call_group_flags method returns void in SceneTree
Set godot-cpp-test CI flag to false
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core
This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
We might want to re-add something like this if/when we find a good use case
for it and do the effort to categorize all objects in the API properly.
Until then, it's better to remove that boilerplate since it's not needed.
Closes#18711.
* API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change.
* Metadata now exposed as individual properties.
* Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace.
* Added the ability to Add/Remove metadata properties to the inspector.
This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
* Based on the work done for Variant in the past.
* Added `ClassDB::bind_static_method`
* Cleaned up ClassDB::bind_method to use variadic templates.
This adds support for having static methods in Object derived classes.
Note that this does not make it work yet in GDScript or Mono and, while it works for GDExtension, GodotCPP needs to be updated.
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.