pandemonium_engine/core
2022-08-16 21:55:56 +02:00
..
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 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
log Cleaned up the log macros. 2022-06-11 18:07:21 +02:00
math 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
os Backported most of the improvements to String from Godot4. 2022-08-15 22:54:03 +02:00
array.cpp Ported: Add fill method to Array and PoolArrays - timothyqiu, DarknessCatt 2022-07-26 15:49:30 +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 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
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 Now Color::clamp() actually has an implementation. 2022-08-08 18:00:42 +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 Add Dictionary.merge() 2022-07-28 14:59:15 +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 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00
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 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_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 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.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