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path: root/core/io/marshalls.cpp
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* Merge pull request #16033 from poke1024/marshalls-dictJuan Linietsky2018-05-071-1/+3
|\ | | | | Detects crash-related marshalling errors due to NAN values
| * Detects crash-related marshalling errors due to NAN valuesBernhard Liebl2018-01-241-1/+3
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* | Fix garbage in string padding.Andrew Dunai2018-03-041-1/+1
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* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+2
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* Style: Apply clang-format again on all filesRémi Verschelde2017-12-071-2/+2
| | | | | Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
* Merge pull request #12284 from bojidar-bg/allow-subproperty-setRémi Verschelde2017-11-211-14/+6
|\ | | | | Allow for getting/setting "dotted" properties of objects
| * Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-14/+6
| | | | | | | | Performance is around the same as using pure set() through GDScript.
* | Rename Rect3 to AABB.Ferenc Arn2017-11-171-6/+6
|/ | | | Fixes #12973.
* Fix binary marshalling of ObjectsLeon Krause2017-10-081-1/+2
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* Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-011-5/+5
| | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-2/+2
| | | | | | | | | | | | 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/
* Fix binary object marshalling, closes #9472Juan Linietsky2017-08-211-1/+6
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* -Properly check limits to objects sent (regarding to size), fixes #9034Juan Linietsky2017-08-181-73/+133
| | | | | -Changed the way objects are marshalled and sent to the debugger -Editing debugged objects happens in the remote inspector now
* Ability to save objects to binary formatJuan Linietsky2017-08-141-30/+153
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* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-6/+6
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-4/+4
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-137/+0
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-56/+0
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* Fix a pesky bug in marshalls.cpp/encode_variantBojidar Marinov2017-04-111-1/+1
| | | | Fixes #7556 running game from editor on LLVM builds.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-583/+534
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-4/+0
| | | | | | | - 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
* Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-111-6/+6
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* Type renames:Juan Linietsky2017-01-111-26/+26
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky2017-01-081-18/+80
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* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-4/+4
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-31/+31
| | | | renamed to PoolVector
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-1/+1
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-1/+1
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | 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!
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-3/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Encode axis_value in Variant for InputEvent::JOYSTICK_MOTION.Hinsbart2016-04-231-2/+4
| | | | | | Fixes a bug that caused InputMap actions which have been set to joystick axes not to work correctly on exported builds as the axis_value property wouldn't be serialized into engine.cfb. See recent discussion in #49 (Post 121+)
* remove trailing whitespaceHubert Jarosz2016-03-091-4/+4
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -fixes to ring buffer (fixes network error)Juan Linietsky2015-10-211-1/+4
| | | | -fixes to invalid disabling of commands on scene tree dock
* ran cppcheck, found unused variablesfirefly24422015-09-161-3/+0
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Add Matrix32/Vector2Array support for marshal librarysanikoyes2013-04-101-0/+100
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* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-12/+136
| | | | | | | | | | -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
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1195