This adds initialization to every typed temporary stack slot at the
beginning of the function call instead of emitting instructions, since
those might be in a conditional branch and not be called.
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>
Fixes#48420, fixes#48421.
The binding was missed when moving GDScript built-in to Global Scope it seems.
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:
* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
- Added padding between atlas elements, avoids bleeding.
- Remove old SDF generation code.
- Fix baked attenuation for Omni/Spot lights.
- Fix baking of material properties onto UV2 (wireframe was
wrongly used before).
- Disable statically baked lights for objects that have a
lightmap texture to avoid applying the same light twice.
- Fix lightmap pairing in RendererSceneCull.
- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
- Port autoexposure fix for OIDN from 3.x.
- Save debug textures as EXR when using floating point format.
In attribute expressions (`a.b`) it's possible that the base has an
incorrect syntax and thus become a nullptr expression in the tree. This
commit add the check for this case to fail gracefully instead of
crashing.
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")