Commit graph

127 commits

Author SHA1 Message Date
kobewi 413c11357d Use Core/Scene stringnames consistently 2024-05-13 23:41:07 +02:00
kobewi a262d2d881 Add shorthand for using singleton string names 2024-05-11 18:53:08 +02:00
K. S. Ernest (iFire) Lee f9b488508c
Add PackedVector4Array Variant type
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-05-03 00:58:27 +02:00
Danil Alexeev 27b94eb44c
Core: Fix binary serialization of objects in typed arrays
* Allow typed arrays to be encoded even if `p_full_objects` is `false`.
* Use `Array[EncodedObjectAsID]` instead of the encoded element type
  when decoding an array if `p_allow_objects` is `false`.
2024-04-16 16:19:10 +03:00
Danil Alexeev 3c62f5fe5c
Core: Fix RefCounted handling in marshalls.cpp 2024-04-15 13:53:40 +03:00
A Thousand Ships 64146cb7f3
[Core] Add iteration support to Array 2024-04-10 14:49:34 +02:00
Fabio Alessandrelli 8addab785d [IO] Fix marshall decoding when script is NIL
We changed how scripts are binary serialized, and added a check to
ensure the new format is enforced, but there is still a case where the
old format (plain "prop"-"value" combo) is used, and that is when the
script is NIL.
2024-04-07 09:55:15 +02:00
Danil Alexeev c30bec7fca
Core: Add typed array support for binary serialization 2024-03-20 11:37:41 +03:00
A Thousand Ships c1b8b87736 Prevent encoding/decoding objects that cannot be instantiated 2023-12-18 22:06:08 +01:00
A Thousand Ships 210461f2ed Prevent encode_variant doing memcpy from nullptr 2023-10-29 18:06:21 +01:00
Thaddeus Crews d8fdd419fa
Apply missing flag to vector4/projection 2023-10-12 11:18:45 -05:00
A Thousand Ships 893f889d74 [Core] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-11 19:45:49 +02:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Marc Gilleron 2aefdcc26e Fix usages of mesh simplification functions in float=64 builds 2022-11-12 00:38:00 +00:00
Aaron Franke 2cea42cc7f
Rename Projection matrix to columns 2022-10-04 12:34:19 -05:00
Aaron Franke 0eb420679c
Fix a minor bug in the Projection binary decode logic 2022-09-01 11:07:01 -05:00
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
bruvzg 0c5431644d
Allows parsing of invalid UTF-16 surrogates (can be encountered in Windows filenames) and some non-standard UTF-8 variants, makes Unicode parse errors more verbose. 2022-07-07 11:07:18 +03:00
MinusKube f67891fcd1 Add serialization for RID and Signal 2022-06-30 17:39:01 +02:00
Rémi Verschelde 931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Hugo Locurcio 180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Aaron Franke 1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Aaron Franke b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
Rémi Verschelde 420ad25348
Merge pull request #58205 from Zylann/fix_variant_encode_with_doubles
Add missing flag when encode_variant writes math types with doubles
2022-02-19 08:22:05 +01:00
Marc Gilleron c69d303ba9 Add missing flag when encode_variant writes math types with doubles 2022-02-16 20:47:36 +00:00
Rémi Verschelde b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Max 6aede992a9 Fixed variant decoding Segmentation Fault 2022-02-14 23:04:05 +03:00
Rémi Verschelde 1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Omar Polo bd448e5535 Rename or refactor macros to avoid leading underscores
These are not used consistently and some can conflict with
system-specific defines.  While here, also delete some unused macros.
2022-01-20 20:29:15 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Fabio Alessandrelli fed0bf013a [Marshalls] Fix Float64Array and Int64Array serialization.
One was incorrectly reading the size (potentially causing out-of-buffer
read), the other also potentially causing out-of-buffer write during
encoding.
2021-08-02 13:35:33 +02:00
Fabio Alessandrelli 324636473a [Net] Fix Marshalls infinite recursion crash.
Variants like dictionaries and arrays can have cyclic references, which
caused `encode_variant` to run an infinite recursion.
Instead of keeping a stack and looking for cyclic references which would
make serialization slower, this commit adds a `MAX_RECURSION_DEPTH`
constant to Variant, and have `encode_variant` keep track of the current
recursion depth, bailing when it's too high since this likely means a
cyclic reference has been encountered.
2021-07-30 16:13:43 +02:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Lightning_A e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Aaron Franke 29706651fe
Binary serialization for reals
Added new "encode_real" methods for handling real_t, and used them for vector types. Types are encoded based on compilation setting.

But for decoding, always check how it was encoded. This way, serialized data is cross-compatible with Godot compiled with singles and Godot compiled with doubles. At least, in theory.
2021-06-17 23:15:34 -04:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke 08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Rémi Verschelde 8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
bruvzg 644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Rémi Verschelde 9d2e8f2f27
Variant: Rename Type::_RID to Type::RID
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.

This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
2020-11-09 16:29:04 +01:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Rémi Verschelde 0ee0fa42e6 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
2020-05-14 21:57:34 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 1f6f364a56 Port member initialization from constructor to declaration (C++11)
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.

Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
2020-05-14 10:01:56 +02:00