Commit graph

69 commits

Author SHA1 Message Date
Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Pedro J. Estébanez
b450036120 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:41:07 +01:00
Andrii Doroshenko (Xrayez)
b124c0c466
Expose Resource.emit_changed() to script
Also known as `emit_signal("changed")`.

(cherry picked from commit e94f46dcdb)
2021-01-15 16:49:46 +01:00
Rémi Verschelde
49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Pedro J. Estébanez
ebdcf1cc60
Fix crash duplicating local-to-scene resources
(cherry picked from commit e99cf6bfe5)
2020-11-19 17:15:27 +01:00
Pedro J. Estébanez
58e9bf494d
Fix crash in resoure duplicate
(cherry picked from commit 9450717571)
2020-11-17 12:07:02 +01:00
Rémi Verschelde
ebb30ac45a Core: Add hints to run with --verbose when leaking nodes/resources at exit
(cherry picked from commit 2b5545270a)
2020-06-10 15:30:52 +02:00
Rémi Verschelde
e62941fb53
Merge pull request #34296 from timothyqiu/lock-33072
Fixes crash when using Resource::_take_over_path
2020-01-06 14:04:23 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Haoyu Qiu
50c37ed986 Fixes crash when using Resource::_take_over_path 2019-12-12 14:39:03 +08:00
Rémi Verschelde
28eca3649d
Merge pull request #30622 from creikey/fix-path-caching
PackedScene resources are freed before they are saved
2019-10-21 13:53:45 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
Braden Bodily
71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
Cameron Reikes
b3cb58e7b3 Some resources are freed before they are saved
- PackedScenes freed before saved, so their path cache is lost
 - Solution is to move data to persistent static map
 - This patch will fix #30538
2019-07-25 17:21:47 -07:00
Juan Linietsky
c1dcdf6109 No more metadata and dependency indices kept in resources saved.
-Node folding is now saved externally together with the properties
-External resources remember their ID when scenes are saved.
2019-04-11 14:36:58 -03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Juan Linietsky
f2e54057ae -Moved EditorDefaultValue to ClassDB, made it core
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
DualMatrix
a35286e24b Fixed duplicating AnimationPlayers leaving empty tracks.
Fixed duplicating AnimationPlayers leaving empty tracks.
I don't think duplicating arrays worked before. There was even this weird
//does not make a long of sense but should work
comment at the changed line. Fixes #21616
2018-09-01 13:56:17 +02:00
Juan Linietsky
031f763d4f Crash fixes for material and animtree 2018-08-20 16:35:36 -03:00
Juan Linietsky
2dc738ce27 -Fixes to how hashing happened, now StringName and NodePath use default hasher, this was leading to some severe slowdown in scenarios
-Fixes to some duplication scenarios for instanced scenes
2018-07-02 15:08:35 -03:00
Juan Linietsky
b76143bfde Remove error messages 2018-06-21 18:46:17 -03:00
Juan Linietsky
0a1c1c660f -Added AnimationGraphPlayer (still missing features)
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-06-18 22:12:08 -03:00
Bojidar Marinov
9f6c0c6eae
Duplicate Arrays and Dictionaries when instancing scene in editor
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate

Fixes #13971
2018-03-13 17:18:08 +02:00
letheed
37c4bc64de Make cyclic resource inclusion error message more helpful 2018-01-18 18:35:24 +01:00
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
Juan Linietsky
d438ac0aed -Implemented Proxy Textures (needed to solve the problem with ViewportTexture)
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-04 15:56:17 -03:00
Ignacio Etcheverry
96b205d2ed Fixes ERR_EXPLAIN being overwritten 2017-09-06 04:43:07 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Juan Linietsky
a3a7fb83e6 Made bool constructor explicit in Variant to avoid bugs, fixes #7843 2017-08-05 19:50:53 -03:00
Poommetee Ketson
2777f81d29 Add object type hint for docs 2017-07-23 18:57:03 +07:00
Juan Linietsky
db3b05d289 Reworked translation system
-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
2017-06-28 17:01:35 -03:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
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
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
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
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Juan Linietsky
2cd2ca7bbc Lot of work in new importer, importing textures now works. 2017-02-01 09:46:36 -03:00
Juan Linietsky
96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
Juan Linietsky
0aa7242624 WIP new AudioServer, with buses, effects, etc. 2017-01-21 19:01:00 -03:00
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
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00