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* Fixes scene corruption when updating dependencies.Rainer Deyke2018-03-241-3/+5
| | | | | | | | | | | This commit fixes issue #17585: renaming/moving resources can corrupt scene files. The corruption was caused by 'ResourceFormatLoaderBinary::rename_dependencies' updating the file format version field of the affected scene file to the latest version without actually updating the content of the file to that version, resulting in a file whose content does not match its file format version field. The fix preserves the file format version field and the engine version fields when renaming dependencies.
* Clean up some bad words from code commentsArtem Varaksa2018-02-171-1/+1
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* 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!
* fix compile issueJuan Linietsky2017-12-151-1/+1
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* -Added new scene conversion to binary on export (disabled by default, please ↵Juan Linietsky2017-12-151-23/+45
| | | | | | test) -This method works by directly converting text to binary, so the scene does not need to be loaded and saved
* Merge pull request #13176 from bojidar-bg/allow-subproperty-setJuan Linietsky2017-11-221-3/+8
|\ | | | | Fix combatibility with older .scn files
| * Fix combatibility with older .scn filesBojidar Marinov2017-11-221-3/+8
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* | Merge pull request #12284 from bojidar-bg/allow-subproperty-setRémi Verschelde2017-11-211-5/+1
|\| | | | | Allow for getting/setting "dotted" properties of objects
| * Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-5/+1
| | | | | | | | Performance is around the same as using pure set() through GDScript.
* | Rename Rect3 to AABB.Ferenc Arn2017-11-171-6/+6
|/ | | | Fixes #12973.
* Cleanup unnecessary debug printsRémi Verschelde2017-10-211-18/+0
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-4/+4
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Merge pull request #10908 from hpvb/fix-unused-variablesRémi Verschelde2017-09-121-27/+14
|\ | | | | Fix unused variable warnings
| * Fix unused variable warningsHein-Pieter van Braam2017-09-081-27/+14
| | | | | | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* | Fix various assorted warningsHein-Pieter van Braam2017-09-081-2/+2
|/ | | | | Fix various warnings that don't have enough instances to merit individual commits. Also fixes a potential bug in audio_server.cpp.
* -Fixed EditorDirDialog, which was really old and needed to use EditorFileSystemJuan Linietsky2017-09-031-0/+3
| | | | -Fixed refactoring tools to work with imported scenes (properly move .import files)
* Fix typos 'a' and 'an'Poommetee Ketson2017-09-021-2/+2
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* Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-011-3/+3
| | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix issues regarding reload of resources in imported scenes. Closes #10017Juan Linietsky2017-08-311-2/+3
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* Dead code tells no talesRémi Verschelde2017-08-271-48/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Cleanup tons of obsolete commented out codeRémi Verschelde2017-08-261-12/+9
| | | | | Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-1/+1
| | | | | | | | | | | | 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/
* core/io: fix typo 'resoucre' to 'resource'Indah Sylvia2017-08-081-3/+3
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* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-8/+8
| | | | -Added system for feature overrides, it's pretty cool :)
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-3/+70
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Reworked translation systemJuan Linietsky2017-06-281-0/+7
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* 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 Linietsky2017-05-201-14/+0
| | | | this might cause bugs I haven't found yet..
* Fix two typos from previous commitRémi Verschelde2017-05-171-3/+3
| | | | Also cleanup comments on variant types.
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-133/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-680/+572
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-7/+42
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* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-97/+0
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* Audio bus editing is COMPLETE!Juan Linietsky2017-01-251-1/+2
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-9/+11
| | | | | 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.
* Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-111-4/+4
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* Type renames:Juan Linietsky2017-01-111-16/+16
| | | | | | | | | | | | 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 Linietsky2017-01-081-6/+34
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-44/+44
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-8/+8
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-2/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-7/+7
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-77/+13
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-77/+13
| | | | | | | | | | | | | | | | -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