godot/modules/etc
Rémi Verschelde 5dae2ea777 SCons: Enable C++11 on the whole codebase
**Important:** This does not mean *yet* that C++11 features should be used
in contributions to Godot's codebase.

For now this change is done solely for feature branches working on Vulkan
support and GDScript typed instruction sets for Godot 4.0, which will both
use C++11 features and are based on the master branch.

The plan is to start porting the codebase to C++11 after Godot 3.2 is
released, following upcoming guidelines on the subset of new features that
should be used, and when/how to use them.

We will advertise clearly when C++11 contributions are open, especially
once we start a coordinated effort to port Godot's massive codebase. In the
meantime, please bear with us and good ol' C++03. :)
2019-07-22 17:17:30 +02:00
..
SCsub SCons: Enable C++11 on the whole codebase 2019-07-22 17:17:30 +02:00
config.py SCons: Pass env to modules can_build method 2018-05-30 19:11:36 +02:00
image_etc.cpp Style: Apply new changes from clang-format 8.0 2019-04-09 17:09:48 +02:00
image_etc.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
register_types.cpp Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
register_types.h Update copyright statements to 2019 2019-01-01 12:58:10 +01:00
texture_loader_pkm.cpp Added release function to PoolVector::Access. 2019-07-06 12:04:27 +01:00
texture_loader_pkm.h Unexpose subclasses of ResourceFormatLoader and -Saver 2019-06-18 17:56:23 +02:00