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.
So start and end points are unconditionally added to the returned point list, but first and last middle points are checked against them to avoid duplicates.
`CMP_EPSILON` was already providing a guarantee, but knowing you will get exactly the endpoints you provided is even better.
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
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!
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed
-Created a VariantWriter helper to unify all variant to text writing
-Moved SceneFormatText writing to VariantWriter
-Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)