A couple of null appends got typoed to append a '0' character instead.
Removed them here since String already takes care of the null terminator for us.
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
Previous problems include failure to remove the splitter from the last
element found and a possible infinite loop dealing with multi-character
splitter strings.
- StringName::StringName(const StringName &p_name)
Non-static class member _data is not initialized in this constructor nor in any functions that it calls.
- StringName::_Data()
Non-static class member idx is not initialized in this constructor nor in any functions that it calls.
- String::num_uint64(...)
This less-than-zero comparison of an unsigned value is never true. n % base < 0UL.
- String::hex_to_int(...) and String::hex_to_int64(...)
Execution cannot reach this statement (deadcode)
There was a percent-prefixed version, which was exposed, and a http-prefixed version which was not (only to GDNative).
This commit keeps the percent-prefixed versions, but with the http-prefixed implementations.
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.
Remove negative limit, leave only positive and make it reflect behaviour like in Python
Also limit renamed to maxsplit to match Python one.
Also docs updated.
Fix indent
- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).