Other functions in the same file validate parameters using the ERR_FAIL
macros. This validation was missing for Variant::construct resulting in
a crash when called with invalid data (p_type < 0).
fix#46067
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
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Here's to a great year 2021 for all Godot users 🎆
To get counts of items before getting the list, which is useful for
GDNative so users can pre-allocate the buffer with the correct size
without having to get the list twice.
Instead of references. This is needed because those function pointers
are used in GDNative which needs to work with plain C, which doesn't
support passing parameters by reference.
- Initialize Object pointer to nullptr so it's not used by mistake.
- When setting an Object check if it's a reference so refcounting works
as intended.
ptrcall is now also used to optimize calls in GDScript, on top of the existing
use by the GDNative and Mono modules.
It no longer makes sense to make it optional.
- Allow getting an opaque pointer, no matter the type (for ptrcall).
- Allow setting object pointer and id directly.
- Allow initializing the data given a type, to allow properly setting
return types on ptrcalls.
The validated getters were only setting the value without changing the
type, leading to wrong results. This uses the same path used for
methods to the same purpose.
Copied relevant documentation from the original `@GDScript` built-ins,
which will likely be removed in a future commit.
Various fixups to `variant_utility.cpp` while working on this.
* Using C-style function pointers now, InternalMethod is gone.
* This ensures much better performance in typed code.
* Renamed builtin_funcs to utility_funcs, to avoid naming confusion