Previous problems include failure to remove the splitter from the last
element found and a possible infinite loop dealing with multi-character
splitter strings.
- StringName::StringName(const StringName &p_name)
Non-static class member _data is not initialized in this constructor nor in any functions that it calls.
- StringName::_Data()
Non-static class member idx is not initialized in this constructor nor in any functions that it calls.
- String::num_uint64(...)
This less-than-zero comparison of an unsigned value is never true. n % base < 0UL.
- String::hex_to_int(...) and String::hex_to_int64(...)
Execution cannot reach this statement (deadcode)
There was a percent-prefixed version, which was exposed, and a http-prefixed version which was not (only to GDNative).
This commit keeps the percent-prefixed versions, but with the http-prefixed implementations.
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.
Remove negative limit, leave only positive and make it reflect behaviour like in Python
Also limit renamed to maxsplit to match Python one.
Also docs updated.
Fix indent
- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural
Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String.
Fixes#8712.
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
Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)
Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.
This PR is back-compat; won't break the load of existing files.
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!
Was a regression from ddbf2ff.
This commit also introduce a "#define snprintf _snprintf", so the rest of the file was simplified to make use of this
instead of distinguishing between snprintf and _snprintf in the various functions.
Documentation for HTTPClient.
Added a query_string_from_dict method to HTTPClient to create a x-www-form-urlencoded valid query string for GET and POST messages.
String now has http_escape() and http_unescape() methods to help facilitate the above query_string_from_dict method.
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
-=-=-=-=-=-=-=-=-=-=-=-=-=
-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
Entering a somethign in the 'Path field' triggers the
`_path_changed` signal being triggered.
This in turn calls Globals::localize_path(const String& p_path) with the
currently entered string.
localize_path then is replacing backslashes with slashes and calls
afterwards `String::simplify_path`
String::simplify_path is checking wheter a string starts with:
- res://
- local://
- user://
If any of those is true it removes this section.
However, if any of the first letters of those are matching begins_with
returns true, which is wrong. It should only return true if the whole
string is matched at the beginning.
This caused the whole desaster and lead localize_path into an endless loop
because out of `u` suddenly became user:// which it then tried again to
localize and so on.
This fix, fixes the root of the problem which is begins_with which should
not return true if not the whole search string was matched.
Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>