* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis
Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
Inline getters & setters are now FunctionNodes.
Their names are set in the parser, not in the compiler.
GDScript-Analyzer will now run through getter and setter.
Also report wrong type or signature errors regarding getset properties.
Added GDScript tests for getters and setters.
#53102
Since inference isn't always correct, they are now treated as unsafe
instead of errors.
This also removes inferred type when a variable is reassigned. Since
it's not aware of branching, the types might become invalid in a later
context.
The test generation doesn't initialize the language (since it's already
initialized in main), but it still needs the warning enabled so it
matches the actual tests.
This changes the error message to be more clear on the output files and
also fixes an issue with the relative path of the offending file that
was not trimmed correctly.
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Lambda syntax is the same as a the function syntax (using the same
`func` keyword) except that the name is optional and it can be embedded
anywhere an expression is expected. E.g.:
func _ready():
var my_lambda = func(x):
print(x)
my_lambda.call("hello")
The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
This is meant for testing the GDScript implementation, not for testing
user scripts nor testing the engine using scripts.
Tests consists in a GDScript file and a .out file with the expected
output. The .out file format is: expected status (based on the enum
GDScriptTest::TestStatus) on the first line, followed by either an error
message or the resulting output. Warnings are added after the first
line, before the output (or compiler errors) if the parser pass without
any error.
The test script must have a function called `test()` which takes no
argument. Such function will be called by the test runner. The test
should not have any dependency unless it's part of the test too. Global
classes (using `class_name`) are registered before the runner starts, so
those should work if needed.
Use the command `godot --gdscript-generate-tests
godot-source/modules/gdscript/tests/scripts` to update the .out files
with the current output (make sure the output are the expected values
before committing).
The tests themselves are part of the doctest suite so those can be
executed with `godot --test`.
Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
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 🎆