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* -New inspector.Juan Linietsky2018-05-151-1/+1
| | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
* Add is_instance_valid() method to GDScript, ending more than a decade of pain.Juan Linietsky2018-05-071-5/+0
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* Make sure PropertyHint matches in the VisualScript editor.K. S. Ernest (iFire) Lee2018-01-151-0/+1
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-1/+1
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Fixed crash on duplicate GIProbe bakingAndreaCatania2018-01-111-0/+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!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-19/+19
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* Created internal usage flag to remove non editor properties from doc, closes ↵Juan Linietsky2017-12-061-2/+3
| | | | #13334
* Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-0/+5
| | | | Performance is around the same as using pure set() through GDScript.
* Fixed a bunch of typos, including an error code.Ross Hadden2017-09-211-3/+3
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* Moved class_name and return_val to initializer listWilson E. Alvarez2017-09-141-2/+3
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* Remove NULL check from Object::cast_to()Hein-Pieter van Braam2017-09-041-12/+0
| | | | | After discussing this with @reduz on IRC we agreed to remove these checks. We now consider cast_to() to be NULL safe
* DocData and type hints fixesIgnacio Etcheverry2017-08-291-0/+6
| | | | | | | - Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* MethodBind: Adds operator== to compare by idIgnacio Etcheverry2017-08-261-0/+1
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* Fix refactored Object::cast_to in NO_SAFE_CAST branchHenrik Andersson2017-08-261-3/+3
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-40/+0
| | | | | | | | | | | | 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/
* Add a static version of Object::cast_to()Hein-Pieter van Braam2017-08-241-0/+40
| | | | | This is to prepare to replace all instances of the member version of cast_to().
* Changed MethodBind API to request information from methods. It's much claner ↵Juan Linietsky2017-08-231-1/+18
| | | | | | now. Also changed PropertyInfo to include informatino about class names.
* Rename localization method to `tr` againRémi Verschelde2017-08-181-2/+2
| | | | Partial revert of #10380 based on contributor ~~bullying~~ feedback.
* -Properly check limits to objects sent (regarding to size), fixes #9034Juan Linietsky2017-08-181-0/+1
| | | | | -Changed the way objects are marshalled and sent to the debugger -Editing debugged objects happens in the remote inspector now
* Rename `XL_MESSAGE` aka `tr` to `localize`Rémi Verschelde2017-08-171-3/+2
| | | | | Also renames `set_message_translation` to `set_message_localization` for consistency.
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* Moved member variables from constructor to initialization listWilson E. Alvarez2017-08-081-13/+13
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* keep default exported script values unless overriden, closes #8127Juan Linietsky2017-08-061-0/+1
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* Made bool constructor explicit in Variant to avoid bugs, fixes #7843Juan Linietsky2017-08-051-2/+2
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* function to add script and instance at once, as needed by neikeqJuan Linietsky2017-07-221-0/+2
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* Added a simpler/faster way to bind script languages instance wrappers to GodotJuan Linietsky2017-07-161-0/+9
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* Merge pull request #8943 from RandomShaper/fix-error-handlingRémi Verschelde2017-07-051-0/+10
|\ | | | | Implement well-defined handling of unrecoverable errors
| * Implement well-defined handling of unrecoverable errorsPedro J. Estébanez2017-07-051-0/+10
| | | | | | | | | | | | Plus the addition of some convenience CRASH_* error macros. Plus transient avoidance of the flood of warnings emitted by Clang when checking 'this' for NULL. Plus explanation about the do-while(0) loop in some error macros.
* | Merge pull request #9195 from kubecz3k/obj-incoming-connectionsRémi Verschelde2017-06-271-0/+1
|\ \ | | | | | | Ability to get a list of signals that are targeting given object
| * | Ability to get a list of signals that are targeting objectJakub Grzesik2017-06-151-0/+1
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* | | -Added folding to property editor, persistent on objects it editsJuan Linietsky2017-06-251-0/+6
|/ / | | | | | | -Some changes to tree to support this properly
* / -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-6/+6
|/ | | | -Restored resource previews!
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-328/+328
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-6/+6
| | | | This saves typing and is a step towards fixing #56
* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-0/+1
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | 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).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-2/+2
| | | | | 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.
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+4
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* -All types have editable script now in propertiesJuan Linietsky2017-01-091-1/+1
| | | | -Changed clip to a property in Control which can be set by the user
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-1/+7
| | | | renamed to PoolVector
* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-1/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-70/+70
| | | | | | | | 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()
* 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!