These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
Type emit_signal exposed method return type
set UndoRedo add_do_method and add_undo_method exposed return void
Set TreeItem::_call_recursive_bind returns void
Set _rpc_bind and _rpc_id_bind returns void in Node
Set _call_group and _call_group_flags method returns void in SceneTree
Set godot-cpp-test CI flag to false
* API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change.
* Metadata now exposed as individual properties.
* Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace.
* Added the ability to Add/Remove metadata properties to the inspector.
This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
Extension class properties that have been registered with
ClassDB(`GDNativeInterface::classdb_register_extension_class_property`)
were not fetched previously. (Only directly providing a property
list using `GDNativeExtensionClassCreationInfo::get_property_list_func`
would work.) This especially caused problems with the C++
bindings since they exclusively rely on ClassDB to register properties.
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
This sends the Godot object instance back to the extension so they can
keep a pointer for function calls.
Incidentally fix argument order on instance bindings callback for free()
The various get_meta, set_meta, has_meta, get_meta_list, remove_meta
functions now uses StringName, allowing further optimizations via the
SNAME macro when used from C++ (this PR does not change the various
usage though).
* The harcoded 8 slots are no more and impose limits in the new extension system.
* New system is limitless, although it will impose small performance hit with a mutex.
* Use a token to request the instance binding.
**Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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 🎆