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.
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.
Fix bad return type in CollisionObject2D, Shape -> Shape2D. Was causing unintended null when casting. (9409)
Fix a misplaced ++ operator. (9370)
Fix merging with exiting tileset duplicating shapes. (9370)
-Added ability to disable individual collisionshape/polygon
-Moved One Way Collision to shape, allowing more flexibility
-Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer.
-Modifying a CollisionPolygon2D on the fly now works, it can even be animated.
Will port this to 3D once well tested. Have fun!
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
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
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!
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
-=-=-=-=-
-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
-=-=-=-=-=-
-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet