Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.
Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
Implementation for new Variant types Callable, Signal, StringName.
Added support for PackedInt64Array and PackedFloat64Array.
Add generation of signal members as events, as well as support for
user created signals as events.
NOTE: As of now, raising such events will not emit the signal. As such,
one must use `EmitSignal` instead of raising the event directly.
Removed old ThreadLocal fallback class. It's safe to use thread_local now since
it's supported on all minimum versions of compilers we support.
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.
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.