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.
- Refactor touch acceptance logic so the same is used whether passby is enabled or not.
- Remove the check for visibility during input handling as it should never fail; instead using now an ERR_FAIL_COND() just in case since we have been checking for that so far.
- Fix cast to wrong InputEventScreenTouch when it should be InputEventScreenDrag.
- Replaced use of references by plain pointers for a more readable code and maybe a little performance gain.
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
Fix touch button needing double tap after pause (applies to those not set to pass-by)
Fix error when a pressed TouchScreenButton with no associated action exits the tree
(with some refactoring of duplicate code)
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!