Commit graph

119 commits

Author SHA1 Message Date
Tomasz Chabora 929b416fdb Add some curly braces to make dictionary printing less ambiguous 2018-08-09 21:44:41 +02:00
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
Juan Linietsky 4f5a7ebaec State machine animation node 2018-06-25 16:22:41 -03:00
Gary Oberbrunner 8d5c30ce83 Handle missing arg pointer in get_call_error_text
I had a situation coming from godot-python where the caller of
Variant::get_call_error_text() passed null for `p_argptrs`. In
addition to fixing that in the caller, seems like good practice to
defend against that situation in the callee to prevent a crash.

So this patch just substitutes some semi-useful text for the source
type name and keeps going so the user's actual error gets emitted.
2018-04-30 15:30:21 -04:00
Juan Linietsky 9e3a1e5401 Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. 2018-02-21 09:39:09 -03:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde 13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Rémi Verschelde a3f8dde502 Properly implement Basis constructor using Vector3 of Euler angles
Fixes #13104.
2017-11-21 20:52:07 +01:00
Chip Collier fd81c001fc Basis accepts Vector3 as constructor argument. 2017-11-20 09:59:42 +01:00
Ferenc Arn d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Hein-Pieter van Braam 22358babda Implement Linux-style likely()/unlikely() macros
This implement branch prediction macros likely() and unlikely() like in
Linux. When using these macros please ensure that when you use them the
condition in the branch really is very, very likely or unlikely. Think
90+% of the time. Primarily useful for error checking. (And I implement
these macros for all our error checking macros now)

See this article for more information:
https://kernelnewbies.org/FAQ/LikelyUnlikely

There are more places where these macros may make sense in renderer and
physics engine. Placing them will come in another commit down the line.
2017-09-21 18:28:28 +02:00
Hein-Pieter van Braam d05965963d Don't call Variant::reference() unnecessarily
operator= does not need to call reference() if the new value is of the
same type as the old. This saves us zeroing the Variant, This speeds
up reuse of a Variant in a loop by roughly 50%.
2017-09-19 15:27:57 +02:00
Ruslan Mustakov f08bc0df7c Construct Variants from Reference properly in GDNative
Previously godot_variant_new_object constructed Variant without
accounting for the fact that the Object can be a Reference, so refcount
was not increased and References were destructed prematurely.

Also, Reference::init_ref did not propagate refcount increment to the
script instance, which led to desync of refcount info on the script
side and Godot side.
2017-09-14 19:40:36 +07:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Indah Sylvia 5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
alexholly 935f730170 renamed all Rect3.pos to Rect3.position 2017-06-09 15:54:02 +02:00
alexholly a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Juan Linietsky 5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Hein-Pieter van Braam 8ff6e53833 Correct Variant::hash_compare()
There was a logic error in #7815 which made
Variant.hash_compare() == Variant.hash_compare() always true.
In an attempt to short-circuit the NaN check I made an (in hindsight) obvious
error: 10 == 12 || is_nan(10) == is_nan(12)

This will be true for all inputs, except for the NaN, not-NaN case. The macro
has been updated to now generate:

(10 == 12) || (is_nan(10) && is_nan(10))

so:

(10 == 12)   || (is_nan(10)  && is_nan(12))  = false
   False  or (False and False) is False
(10 == 10)   || (is_nan(10)  && is_nan(10))  = true
   True or (False and False) is True
(Nan == 10)  || (is_nan(NaN) && is_nan(10))  = false
   False or (True and False) is False
(Nan == Nan) || (is_nan(NaN) && is_nan(NaN)) = true
   False or (True and True) is True

Which is correct for all cases.

This bug was triggered because the hash function for floating point numbers
can very easily generate collisions for the tested Vector3(). I've also added
an extra hashing step to the float hash function to make this less likely to
occur.

This fixes #8081 and probably many more random weirdness.
2017-04-14 11:31:18 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Karroffel 6ab3213a55 fixed ClassDB inconsistencies
fixes #7960
2017-03-13 21:17:31 +01:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Karroffel 1531f6fe01 really fixed PTRCALL now 2017-03-05 16:20:20 +01:00
Karroffel 15838f3702 Added PowerState casting operator to Variant
Without it Godot does not build with PTRCALL_ENABLED
2017-03-05 15:32:16 +01:00
Thaer Razeq f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Hein-Pieter van Braam b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes #7354 and fixes #6947.
2017-02-16 18:44:29 +01:00
Rémi Verschelde f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde 3890256fc5 Style: Cleanups, added headers, renamed 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).
2017-01-16 08:04:23 +01:00
Juan Linietsky e6583117df Both Array and Dictionary are always in shared mode (removed copy on write). 2017-01-11 08:54:17 -03:00
Juan Linietsky bc26f90581 Type renames:
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 13cdccf23b Variant INT and REAL are now 64 bits (other types remain at 32) 2017-01-08 20:58:39 -03:00
Juan Linietsky 10938e8bb9 Made Variant::NIL printable as "Null". Please everyone be on the lookout of bugs related to assigning an empty variant to a string, and expecting it to be not empty! 2017-01-08 17:23:04 -03:00
Juan Linietsky 2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
Răzvan Cosmin Rădulescu f2af5ab949 fixes #6331, Variant::can_convert 2016-10-04 15:58:12 +02:00
Juan Linietsky 9714a36e65 Reverted printable null object, seems to cause bugs around and not sure why.
Will have to check better, likely for 3.0
2016-08-06 20:13:27 -03:00
Juan Linietsky 9890c1d2ca Likely with bugs and with some features are missing, as well as profiler support, but VisualScript should be more or less done! 2016-08-06 19:00:54 -03:00
Ignacio Etcheverry 2d4c4b6ea9 Fix regression with str() improvements for math types 2016-07-28 14:58:12 +02:00
Ignacio Etcheverry 38ed5d9c7d Prettier str() for arrays 2016-07-02 15:54:37 +02:00
J08nY a95a1f47a4
Remove CHARTYPE_16BITS unused checks
fix #5263
2016-06-19 00:12:31 +02:00
Juan Linietsky 4bb93c976c Made error when signal calls a method with the wrong number of parameters more detailed, closes #4893 2016-06-12 12:32:45 -03:00
Juan Linietsky c195c0df6b -Added configuration warning system for nodes
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
Ignacio Etcheverry 2060e6616c Add missing Vector2Array case to Variant::operator String()
- Correcly display Vector2Array default arguments in the documentation
2016-05-04 15:16:24 +02:00
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Josh Grams 391ce81c5e AnimationTreePlayer: blend value tracks (closes #2299)
Variant:
- zero() sets a Variant to the appropriate type of zero value
- blend() blends part of one Variant on top of another.
2016-03-01 07:37:36 -05:00
Juan Linietsky 3d0bd1a3f3 -make signals throw an error when target method is not found, fixes #2036
-removed 4 arguments limit for emit_signal() from script
-remvoed 4 arguments limit for call_deferred() from script
2016-01-04 09:35:21 -03:00
Juan Linietsky 1597082c85 -Ability to roll-back script-exported properties to their default value on the script, closes #2128 2016-01-02 20:17:31 -03:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky b60a3e7202 -Changed var2str and str2var in GDScript to use VariantWriter and VariantParser
-It is now finally possible to parse back a variant from text!
2015-12-31 00:54:00 -03:00
Juan Linietsky b0aa49accb merged some stuff for okam 2015-09-03 23:24:55 -03:00
Juan Linietsky 95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
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.
2015-06-29 00:29:49 -03:00
Juan Linietsky 57a78ec06b added conversion from int, string to color
fixes #1971
2015-05-27 10:56:57 -03:00
Juan Linietsky bc3c14a76b Made type-checking for arguments less trict between bool, int real. Fixes #1816 2015-05-05 09:53:37 -03:00
Juan Linietsky 2d396fb710 -More strict argument type-checking, will make many bugs visible, fixes #1809
-added NOTIFICATION_INSTANCED
2015-05-04 18:30:57 -03:00
Juan Linietsky 6f8bd89931 -invalidated string -> int automatic conversion, fixes #1788 2015-05-04 11:17:11 -03:00
Juan Linietsky 442febd2ae added return keyword, fixes #1797 2015-05-04 00:53:33 -03:00
est31 b2b5143678 Sort xml files, so order is constant
Makes xml format work better with version control systems.
2015-05-01 03:41:45 +02:00
Juan Linietsky 1f8e3117dd Ability to convert from nodes or other non resource with a get_rid() function to a rid 2015-04-24 20:45:07 -03:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky 2185c018f6 begin new serialization framework
also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Juan Linietsky bcf27feb98 New Code Completion
-=-=-=-=-=-=-=-=-=-

-Massive improvement to code completion
-Argument hinting for functions

If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.

 Please enter the commit message for your changes. Lines starting
2014-12-16 22:31:57 -03:00
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky 7ea3e8267a -Fixed a few bugs in Viewport
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
2014-04-10 00:18:27 -03:00
Juan Linietsky b4969373b3 -HttpClient: ’Content-Length’ is added to httprequest if not provided in the headers and a body exists
-expressions in GDScript can take multiple lines if inside parenthesis (python-like)
-Added \ to force linebreaks to GDscript (python-like)
-added exclude objects from raycast
-fixed crashes
2014-04-05 18:50:09 -03:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00