Commit Graph

91 Commits

Author SHA1 Message Date
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Marcus Elg ec7b481170 Renamed plane's d to distance 2020-05-10 12:12:51 +02:00
Juan Linietsky 4396e98834 Refactored Input, create DisplayServer and DisplayServerX11 2020-03-26 15:49:32 +01:00
Rémi Verschelde 59290f98ef
Merge pull request #36042 from sumit0190/exportInfNan
Read and write exported infs/nans correctly (#35388)
2020-03-04 10:19:52 +01:00
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
nathanwfranke 1569c47c1a Fix project.godot for projects with class_name
Fixes #36438
2020-02-24 21:28:14 -06:00
Rémi Verschelde bd10c70458
Merge pull request #36461 from akien-mga/c++17-fallthrough-attribute
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
2020-02-23 08:43:18 +01:00
Rémi Verschelde 2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Juan Linietsky 6da0eef9e6 Add support for Vector2i, Rect2i and Vector3i to Variant
WARNING: Requires C++17 'guaranteed copy elision' to fix ambiguous
operator problems in Variant.

This was added for this commit (and future C++17 uses) in #36457.
2020-02-22 23:16:44 +01:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +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 54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Pedro J. Estébanez 521da75380 Fix VariantParser::StreamString EOF determination 2020-02-10 10:57:01 +01:00
sumit0190 c4dbd8a744 Read and write exported infs/nans correctly (#35388) 2020-02-09 00:46:13 -05:00
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
Haoyu Qiu e7e095da3f Encodes property names properly in project.godot 2019-12-20 10:42:08 +08:00
qarmin 50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
qarmin 6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
qarmin 3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Rémi Verschelde 05dda9f87c
Merge pull request #26787 from ptrojahn/utf8assign
Support UTF-8 input action names
2019-04-22 12:02:05 +02:00
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
Paul Trojahn a7430a9d06 Support UTF-8 input action names
Fixes #26380
2019-03-08 12:27:14 +01:00
Rémi Verschelde b39e1df704 Fix VariantWriter overflow on 64-bit int
Integers in Godot are signed 64-bit ints (int64_t), but var2str used
int behind the scenes and would thus overflow after 2^31.

Also properly documented the actual bounds of int and the behaviour
when overflowing them.
2019-02-21 11:24:00 +01:00
marxin 8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde 1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz 08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
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
karroffel ac2a9bb267 add template argument for size in StringBuffer
Until now the pre-allocated array size was defined to be 64 without
a way of adjusting it from the calling side.

This commit adds the size as a template parameter.
2018-01-20 20:03:17 +01:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky d413f372be Make old scenes readable again 2017-11-20 08:25:43 -03:00
Ferenc Arn d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Evgeny Zuev a0bdb6e2f6 Optimize memory allocations in VariantParser::get_token 2017-09-05 11:04:33 +07:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
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/
2017-08-24 23:08:24 +02:00
Pedro J. Estébanez 6759a28050 Fix tokenization of doubles
Fixes #9600.
2017-08-21 23:59:29 +02:00
Andrii Doroshenko (Xrayez) 72436956dd Update GDScript completion names for Pool*Arrays
Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.

Moved "project_settings.h" down one line to comply with the clang-format rules.

Fixes #9638

Closed pull request #9714 because I messed up with commits, sorry!
2017-07-25 12:14:40 +03:00
alexholly 935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
Rémi Verschelde 71ada5bc2c Merge pull request #9015 from mcanders/mcanders/ParseObjectVariantFix
Fix Variant::OBJECT token parsing
2017-06-07 07:51:32 +02:00
Carter Anderson 0a8de39bb1 Fix Variant::OBJECT token parsing 2017-06-04 21:33:09 -07:00
alexholly a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Juan Linietsky bb20f230ad -Added .hdr format support
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
Juan Linietsky 5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Rémi Verschelde c3baf5eb3c Fix two typos from previous commit
Also cleanup comments on variant types.
2017-05-17 18:45:56 +02:00
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Rémi Verschelde 7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky 74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00