..
bind
File: Re-add support to skip CR (\r
) in File::get_as_text
2022-08-02 17:58:32 +02:00
crypto
Mass replaced godot to pandemonium.
2022-03-23 20:46:05 +01:00
io
Backported from Godot4: Clean up Hash Functions
2022-08-17 10:42:50 +02:00
log
Cleaned up the log macros.
2022-06-11 18:07:21 +02:00
math
Ported form godot4: Reformat structure string operators
2022-08-16 22:46:24 +02:00
os
Backported most of the improvements to String from Godot4.
2022-08-15 22:54:03 +02:00
array.cpp
Backported from Godot4: Clean up Hash Functions
2022-08-17 10:42:50 +02:00
array.h
Ported: Add fill method to Array and PoolArrays - timothyqiu, DarknessCatt
2022-07-26 15:49:30 +02:00
bitfield_dynamic.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
bitfield_dynamic.h
Clang format all files.
2022-03-18 19:00:13 +01:00
char_range.inc
Added char utils header from godot4.
2022-08-08 01:27:57 +02:00
char_utils.h
Added char utils header from godot4.
2022-08-08 01:27:57 +02:00
class_db.cpp
Backported from Godot4: Clean up Hash Functions
2022-08-17 10:42:50 +02:00
class_db.h
Clang format all files.
2022-03-18 19:00:13 +01:00
color_names.inc
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
color.cpp
Ported form godot4: Reformat structure string operators
2022-08-16 22:46:24 +02:00
color.h
Backported some of the improvements to Color from Godot4. Also bound all eligible methods.
2022-08-14 01:08:59 +02:00
command_queue_mt.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
command_queue_mt.h
Clang format all files.
2022-03-18 19:00:13 +01:00
compressed_translation.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
compressed_translation.h
Clang format all files.
2022-03-18 19:00:13 +01:00
core_builders.py
Reworked the entries in the help menu. Also added pandemonium specific entries to the about window. Also fixed a crash when opening the about popup.
2022-03-20 13:30:49 +01:00
core_string_names.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
core_string_names.h
Clang format all files.
2022-03-18 19:00:13 +01:00
cowdata.h
Backported most of the improvements to String from Godot4.
2022-08-15 22:54:03 +02:00
dictionary.cpp
Backported from Godot4: Clean up Hash Functions
2022-08-17 10:42:50 +02:00
dictionary.h
Add Dictionary.merge()
2022-07-28 14:59:15 +02:00
engine.cpp
Backported: Rename iterations_per_second to physics_ticks_per_second - Calinou - 937c1a716c
2022-03-24 11:10:56 +01:00
engine.h
Backported: Rename iterations_per_second to physics_ticks_per_second - Calinou - 937c1a716c
2022-03-24 11:10:56 +01:00
error_list.h
Clang format all files.
2022-03-18 19:00:13 +01:00
error_macros.cpp
Errors: Fallback to fprintf
if OS
singleton doesn't exist
2022-07-29 16:31:28 +02:00
error_macros.h
Clang format all files.
2022-03-18 19:00:13 +01:00
func_ref.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
func_ref.h
Clang format all files.
2022-03-18 19:00:13 +01:00
global_constants.cpp
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
global_constants.h
Clang format all files.
2022-03-18 19:00:13 +01:00
hash_map.h
Clang format all files.
2022-03-18 19:00:13 +01:00
hash_set.h
Added hash_set from godot4.
2022-08-07 21:08:37 +02:00
hashfuncs.h
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
image.cpp
Backported convert_rg_to_ra_rgba8 and convert_ra_rgba8_to_rg from Godot4's Image.
2022-08-08 02:39:21 +02:00
image.h
Backported convert_rg_to_ra_rgba8 and convert_ra_rgba8_to_rg from Godot4's Image.
2022-08-08 02:39:21 +02:00
input_map.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
input_map.h
Clang format all files.
2022-03-18 19:00:13 +01:00
int_types.h
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
list.h
Clang format all files.
2022-03-18 19:00:13 +01:00
local_vector.h
Optimized Mesh Merging
2022-07-28 13:46:56 +02:00
make_binders.py
Mass replaced godot to pandemonium.
2022-03-23 20:46:05 +01:00
map.h
Clang format all files.
2022-03-18 19:00:13 +01:00
message_queue.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
message_queue.h
Clang format all files.
2022-03-18 19:00:13 +01:00
method_bind.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
method_bind.h
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
method_ptrcall.h
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
node_path.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
node_path.h
Clang format all files.
2022-03-18 19:00:13 +01:00
oa_hash_map.h
Renamed OAHashMap's const lookup_ptr method to lookup_ptr_const. Also added back const qualifier to the other one.
2022-07-26 15:33:36 +02:00
object_id.h
Clang format all files.
2022-03-18 19:00:13 +01:00
object_rc.h
Clang format all files.
2022-03-18 19:00:13 +01:00
object.cpp
fix get_meta() with defalt value
2022-07-28 10:19:20 +02:00
object.h
Reused the old unused PROPERTY_HINT_SPRITE_FRAMES as PROPERTY_HINT_BUTTON. It allows you to add buttons to the inspectors.
2022-07-31 00:01:58 +02:00
ordered_hash_map.h
Clang format all files.
2022-03-18 19:00:13 +01:00
packed_data_container.cpp
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
packed_data_container.h
Clang format all files.
2022-03-18 19:00:13 +01:00
paged_allocator.h
Clang format all files.
2022-03-18 19:00:13 +01:00
pair.h
Backported helper classes to pair.h from Godot4.
2022-08-08 00:05:12 +02:00
path_remap.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
path_remap.h
Clang format all files.
2022-03-18 19:00:13 +01:00
pool_allocator.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
pool_allocator.h
Clang format all files.
2022-03-18 19:00:13 +01:00
pool_vector.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
pool_vector.h
Ported sort() for poolVectors from 7b8b91f505
.
2022-07-29 21:18:44 +02:00
pooled_list.h
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
print_string.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
print_string.h
Clang format all files.
2022-03-18 19:00:13 +01:00
project_settings.cpp
Ported: ProjectSettings: Ensure 'editor/' settings aren't nested
2022-07-29 10:45:12 +02:00
project_settings.h
Mass replaced godot to pandemonium.
2022-03-23 20:46:05 +01:00
rb_map.h
Fix more includes.
2022-08-07 22:45:50 +02:00
rb_set.h
Added RBMap and EBSet from godot4.
2022-08-07 21:38:22 +02:00
ref_ptr.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
ref_ptr.h
Clang format all files.
2022-03-18 19:00:13 +01:00
reference.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
reference.h
Added a new templated WeakRef (WRef) class.
2022-08-04 14:31:00 +02:00
register_core_types.cpp
Ported: Add NetworkedMultiplayerCustom so high-level multiplayer backends can be added from GDScript. - dsnopek
2022-07-29 22:19:12 +02:00
register_core_types.h
Clang format all files.
2022-03-18 19:00:13 +01:00
resource.cpp
Backported from Godot4: Clean up Hash Functions
2022-08-17 10:42:50 +02:00
resource.h
Clang format all files.
2022-03-18 19:00:13 +01:00
rid_handle.cpp
Ported: Improve locking safety for RID handles builds. Additional locks are added. This is primarily to cover a potential race condition where the pool is resized from another thread during a get operation. - lawnjelly
2022-07-26 15:34:36 +02:00
rid_handle.h
Ported: Improve locking safety for RID handles builds. Additional locks are added. This is primarily to cover a potential race condition where the pool is resized from another thread during a get operation. - lawnjelly
2022-07-26 15:34:36 +02:00
rid.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
rid.h
Backported: RID: Change comparison operators to use RID_Data id instead of address. This should helps making sorting more deterministic in physics and rendering. The same change was done for 4.0 in 4f16397. - akien-mga - 797321fec4
2022-03-20 20:22:15 +01:00
ring_buffer.h
Clang format all files.
2022-03-18 19:00:13 +01:00
safe_refcount.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
safe_refcount.h
Use the right memory ordering in SafeNumeric operations
2022-07-29 21:58:53 +02:00
script_debugger_local.cpp
Rename profiler "Idle Time" to "Process Time"
2022-07-27 15:08:06 +02:00
script_debugger_local.h
Rename profiler "Idle Time" to "Process Time"
2022-07-27 15:08:06 +02:00
script_language.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
script_language.h
Rename profiler "Idle Time" to "Process Time"
2022-07-27 15:08:06 +02:00
SCsub
Added the new logging stuff to the build, and made everything compile.
2022-06-11 17:46:12 +02:00
self_list.h
Clang format all files.
2022-03-18 19:00:13 +01:00
set.h
Clang format all files.
2022-03-18 19:00:13 +01:00
simple_type.h
Clang format all files.
2022-03-18 19:00:13 +01:00
sort_array.h
Clang format all files.
2022-03-18 19:00:13 +01:00
string_buffer.h
Backported most of the improvements to String from Godot4.
2022-08-15 22:54:03 +02:00
string_builder.cpp
Mass replaced godot to pandemonium.
2022-03-23 20:46:05 +01:00
string_builder.h
Mass replaced godot to pandemonium.
2022-03-23 20:46:05 +01:00
string_name.cpp
Fix _scs_create's implementation.
2022-08-08 17:58:43 +02:00
string_name.h
Removed the SNAME macro, I'll probably keep static counting support for StringNames though.
2022-08-11 20:22:51 +02:00
threaded_callable_queue.h
Clang format all files.
2022-03-18 19:00:13 +01:00
translation.cpp
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00
translation.h
Clang format all files.
2022-03-18 19:00:13 +01:00
type_info.h
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
typedefs.h
Clang format all files.
2022-03-18 19:00:13 +01:00
ucaps.h
Clang format all files.
2022-03-18 19:00:13 +01:00
undo_redo.cpp
Added StringName as a variant type, with eventually the help of 3c0059650d
.
2022-03-21 21:29:06 +01:00
undo_redo.h
Added StringName as a variant type, with eventually the help of 3c0059650d
.
2022-03-21 21:29:06 +01:00
ustring.cpp
Actually fix sign compare warning.
2022-08-16 01:44:25 +02:00
ustring.h
Bind everything in String.
2022-08-16 01:41:51 +02:00
variant_call.cpp
Add working bindings for Projection's get_projection_plane.
2022-08-16 22:33:56 +02:00
variant_op.cpp
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
variant_parser.cpp
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
variant_parser.h
Added StringName as a variant type, with eventually the help of 3c0059650d
.
2022-03-21 21:29:06 +01:00
variant.cpp
Backported from Godot4: Clean up Hash Functions
2022-08-17 10:42:50 +02:00
variant.h
Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code.
2022-08-16 21:55:56 +02:00
vector.h
Backported the Vector function to_byte_array and slice
2022-07-26 15:05:54 +02:00
version.h
Mass replaced godot to pandemonium.
2022-03-23 20:46:05 +01:00
vmap.h
Clang format all files.
2022-03-18 19:00:13 +01:00
vset.h
Clang format all files.
2022-03-18 19:00:13 +01:00