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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-2/+2
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* Use const reference where favorableWilson E. Alvarez2017-08-141-4/+4
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* Implement well-defined handling of unrecoverable errorsPedro J. Estébanez2017-07-051-8/+3
| | | | | | 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.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-143/+136
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Enable WebGL2 in web export, start fixing buildeska2017-02-011-1/+1
| | | | Will not yet compile
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-1/+1
| | | | renamed to PoolVector
* -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky2017-01-061-32/+39
| | | | | | aligned to 16 -Changed Vector<> template to fit this.
* 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!
* Add 'from' argument to Array.find()George Marques2016-06-101-5/+5
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* Use non-templated nearest_power_of_2punto-2016-04-111-2/+3
| | | | | | Works around #4262 and likely #4190. (cherry picked from commit 3a390e9b44cb196aa4b4843dd8b3a7875bbc3a3f)
* remove trailing whitespaceHubert Jarosz2016-03-091-47/+47
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* Fix allocation bug if compiled with modern clang or gccest312016-02-191-9/+26
| | | | | | | | * Add overflow checked intrinsic abstractions that check on overflow. * Use them for memory allocation code. * Use size_t type for memory allocation code to support full platform dependent width. Fixes #3756.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Vector<>::_ptr is now typed and points to the beginning of array rather than ↵koalefant2015-12-041-18/+20
| | | | reference count block
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-3/+5
| | | | | | | | 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.
* -fixed many memory initialization issuesJuan Linietsky2015-06-061-2/+2
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Use Vector for storing areasFabio Alessandrelli2015-03-241-0/+9
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+401