bruvzg
244db37508
Cleanup and move char functions to the `char_utils.h` header.
2022-02-04 11:35:01 +02:00
Anilforextra
adbe948bda
String: Add contains().
2022-02-04 01:28:02 +05:45
bruvzg
8e79c5fb8d
Add support for the escaped UTF-16 and UTF-32 Unicode characters in the scripts and expressions.
2022-01-30 20:16:04 +02:00
Rémi Verschelde
8898d6dadc
Dictionary: Serialize empty dict as `{}` instead of `{\n}`
...
Also make sure to always convert multiline dictionaries to a single line for
its EditorHelp representation, as multiline values break formatting.
2022-01-18 11:31:21 +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
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Emmanuel Leblond
f9ba2efe1e
Modify Dictionary::operator== to do real key/value comparison with recursive support (and add unittests)
2021-10-30 13:11:01 +02:00
Thakee Nathees
3f3ed5d34c
NaN, INF read/write bug fixed
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Fix : #40589
2021-10-05 09:25:49 -04:00
Aaron Franke
e5d85ac751
Fixes to tests for Variant and Geometry3D
2021-08-17 16:46:08 -05:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators
2021-07-25 12:22:25 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations
2021-07-23 17:38:28 -04:00
Hugo Locurcio
4bd5e4fd9b
Use the standard C `INFINITY` and `NAN` constants directly
...
The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.
Some portions of the code were already using `INFINITY` directly.
2021-07-21 10:41:08 +02:00
bruvzg
eca4d2fccc
Fix Variant tags parsing.
2021-07-05 15:46:41 +03:00
Lightning_A
e28fd07b2b
Rename `instance()`->`instantiate()` when it's a verb
2021-06-19 20:49:18 -06:00
Michael Alexsander Silva Dias
0ff4095b36
Better format arguments in variant parser
2021-06-18 00:06:40 -03:00
Rémi Verschelde
326e483ef3
VariantParser: Fix reading StringNames with '&'.
...
Keep support for '@' for now for compatibility.
Fixes #49535 .
Fixes #49542 .
2021-06-12 22:13:35 +02:00
Pedro J. Estébanez
04688b92ff
Rename Reference to RefCounted
2021-06-11 18:48:42 +02:00
Jonathan Gollnick
6710ad1737
Let var2str display StringName with correct sigil
2021-06-10 16:30:28 -05:00
Marcel Admiraal
8acd13a456
Rename Quat to Quaternion
2021-06-04 18:14:32 +01:00
Aaron Franke
028d9fa2bd
Add "Transform" compatibility name for "Transform3D" in VariantParser
2021-06-04 08:07:08 -04:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
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Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core
2021-06-03 07:30:01 -04:00
Aaron Franke
affe3c817a
Use real_t in GridMap and VariantParser
2021-03-19 00:56:34 -04:00
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
Pedro J. Estébanez
1b745c7bae
Fix crash parsing a serialized Reference
2020-12-17 12:24:57 +01:00
reduz
127458ed17
Reorganized core/ directory, it was too fatty already
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-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