Same as erase, but it returns a boolean value indicating whether the pair was erased or not.
This method should be removed during the next compatibility breakage, and 'Dictionary::erase(key)' should be changed to return a boolean.
(cherry picked from commit 2f69e36cef)
Dictionaires did not use the VariantHasher and VariantComparator making
them unsafe for use with NaN values as keys. This PR uses the
appropriate Variant implementations for these functions.
var d = {}
d[Vector2(NAN, NAN)] = 0
d[Vector2(NAN, NAN)] = 0
print(d.size())
will now output '1' and not '2'
This fixes#16031
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.
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
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
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!