Hein-Pieter van Braam
411ee71b4d
Rename the _MD macro to D_METHOD
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb
Remove use of _SCS from ADD_METHOD
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This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Ferenc Arn
6f4f9aa6de
Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
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Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
bf05dab74f
Merge pull request #7532 from tagcup/pcg_prng
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Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
2017-01-16 20:06:54 +01:00
Rémi Verschelde
3890256fc5
Style: Cleanups, added headers, renamed files
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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).
2017-01-16 08:04:23 +01:00
Ferenc Arn
4c9004671a
Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant with 32-bit output, 64-bit state).
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PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
2017-01-15 19:15:16 -06:00
Rémi Verschelde
57166cd292
Merge pull request #7093 from bojidar-bg/named-colors
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Add named colors to GDScript/Visual Script/core.
2017-01-11 10:36:15 +01:00
Juan Linietsky
bc26f90581
Type renames:
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Bojidar Marinov
23381a530b
Add named colors to GDScript/Visual Script/core.
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Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
2016-12-17 11:14:53 +02:00
Bojidar Marinov
513c0265c4
Add `String char(int ascii)` function to GDScript and Visual Script
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Just hope it doesn't crashes with that much pointer math... 😄
2016-10-03 19:17:54 +03:00
Juan Linietsky
23ababdcd5
Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399
2016-09-06 19:14:47 -03:00
Juan Linietsky
fb4d6d1db0
More visual script improvements
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Juan Linietsky
b77200728e
-Added yield nodes to visual script
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-Added input selection nodes to visual script
-Added script create icon for those who miss it, will only appear when it can be used.
2016-08-07 19:22:33 -03:00
Juan Linietsky
259418f827
VisualScript can now execute visual scripts, but there is no debugger or profiler yet.
2016-08-05 22:48:00 -03:00
Juan Linietsky
cd25624667
More work on visual scripting..
2016-08-03 22:07:03 -03:00
Juan Linietsky
ad313097eb
WIP visual scripting, not working yet but you can check out stuff
2016-08-02 19:11:05 -03:00