This is achieved by skipping initializer call while creating an instance
of a GDScript. This is implemented by passing -1 as an argument count
to `_new` and interpreting any value below 0 to mean that the initializer
should not be called during instantiation, because internal members of
an instance are going to be overridden afterwards.
Extra:
- Optimized the debug-only check about why the object is null to determine if it's because it has been deleted (the RC is enough; no need to check the ObjectDB).
- Because of the previous point. the debugger being attached is not required anymore for giving the "Object was deleted" error; from now, it only matters that it's a debug build.
- `is_instance_valid()` is now trustworthy. It will return `true` if, and only if, the last object assigned to a `Variant` is still alive (and not if a new object happened to be created at the same memory address of the old one).
- Replacements of `instance_validate()` are used where possible `Variant::is_invalid_object()` is introduced to help with that. (GDScript's `is_instance_valid()` is good.)
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.
Clarified what it means to be approximately equal.
nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.
Added a few examples/clarifications/edge-cases.
(cherry picked from commit 7f9bfee0ac)
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 🎆
(cherry picked from commit b5334d14f7)
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
* Adds description for `ord()`
* Adds relationship description between `char()` and `ord()`
* Describes the argument of `char()` as Unicode code point instead of ASCII code
* Fixes wrong interval notation in `randi()` description
The resource path holds the original path which can be used to convert
a dictionary to instance consistently both within editor and exported projects
as the original path is automatically remapped from `gd` to `gdc` or `gde` in
exported projects.
Use `GDScriptInstance` to iterate through all members directly instead.
This is similar to how `dict2inst` works and makes the serialization
behaviour more consistent.
Tiny addition I personally found useful - this allows us to `var my_ref := weakref(null)` for nullable weak ref (with type hint!). When trying to test if `my_ref` is holding valid reference, we can just `if my_ref.get_ref():` instead of `if my_ref and my_ref.get_ref():` everywhere.
"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.
I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
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.
Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.
Break ABI compatibaility (API compatibility for GDNative).
str2var used to raise a blocking error when invalid input was passed. Now it logs an error message and
returns the input string. This solution was proposed in #13021.
Closes#11457 and #13021.
The arguments of atan2() should be y,x instead of x,y This was just wrong since the internal atan2 already had y,x as parameters, so if you followed the autocomplete the result would just be wrong.
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.
- Resolve types for all identifiers.
- Error when identifier is not found.
- Match return type and error when not returning a value when it should.
- Check unreachable code (code after sure return).
- Match argument count and types for function calls.
- Determine if return type of function call matches the assignment.
- Do static type check with match statement when possible.
- Use type hints to determine export type.
- Check compatibility between type hint and explicit export type.