This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.
To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
blank line to make them easier to distinguish
- Improve grammar and formatting
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
The signal animation_finished is now fired after all values have been changed so changes to the animation can be done without animation_finished without generating unexpected behavior.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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.
- The input handling is done into several distinct functions, and the
code is more consistent.
- The actions' history is more precise ("Edited CanvasItem"
is now "Rotated CanvasItem","Moved CanvasItem",etc...)
- Fixed a little bug about input key events not forwarded correctly to plugins
- IK is followed by default when you move a bone node, the alt-key allow
you to move it normally
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
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.
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.