Commit Graph

46 Commits

Author SHA1 Message Date
Thaddeus Crews 9853a69144 Implement typed dictionaries 2024-09-04 10:27:26 -05:00
George Marques 7ca038effa GDScript: Perform validated calls with static methods
When the types are validated at compile time, this type of call runs
faster. It is already used for instance methods, this adds this
optimization to native static methods as well.
2024-04-25 21:19:40 -03:00
Danil Alexeev 27d7760f41 GDScript: Fix uninitialized local variables not being reset 2024-03-30 23:25:30 +03:00
George Marques 4a7d49a89a GDScript: Replace ptrcalls on MethodBind to validated calls
This improves the performance of typed calls to engine methods when the
argument types are exact.

Using validated calls delegate more of the work the core instead of
doing argument unpacking in the VM. It also does not need different
instructions for each return type, simplifying the code.
2023-10-06 11:15:44 -03:00
Danil Alexeev 6c59ed9485 GDScript: Add static typing for for loop variable 2023-08-17 20:54:34 +03:00
Danil Alexeev aebbbda080 GDScript: Fix some bugs with static variables and functions 2023-06-16 22:52:11 +03:00
Rémi Verschelde 25b2f1780a Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00
George Marques 0ba6048ad3 Add support for static variables in GDScript
Which allows editable data associated with a particular class instead of
the instance. Scripts with static variables are kept in memory
indefinitely unless the `@static_unload` annotation is used or the
`static_unload()` method is called on the GDScript.

If the custom function `_static_init()` exists it will be called when
the class is loaded, after the static variables are set.
2023-04-27 09:51:44 -03:00
Pedro J. Estébanez 2f4168daeb Fix edge cases of object lifetime when signals involved 2023-04-11 17:27:39 +02:00
Dmitrii Maganov 8fe023ad93 GDScript: Rework type check 2023-02-17 19:57:18 +02:00
George Marques ba9491f870 Merge pull request #70948 from vnen/gdscript-ptr-method-name-in-debug 2023-01-23 12:24:15 -03:00
George Marques 80e06b29e7 GDScript: Add names for disassembling function pointers
When instructions use function pointers, it's not possible to retrieve
their original names in the disassembly. This stores the names in
vectors (in debug builds) so they can be shown.
2023-01-23 11:04:31 -03:00
George Marques 9462ae4783 GDScript: Remove function of continue for match statement
The keyword is confusing and rarely is used in the intended way. It is
removed now in favor of a future feature (pattern guards) to avoid
breaking compatibility later.
2023-01-22 18:45:24 -03:00
Dmitrii Maganov a8c2f8a0e1 GDScript: Fix missing conversion for default argument values 2023-01-06 11:49:06 +02:00
Rémi Verschelde d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Quentin Guidée e0f1e02cc7 Fix use of comma instead of semicolon
Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
2022-12-17 20:17:04 -05:00
Fabio Alessandrelli ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
George Marques 511a4b761c GDScript: Fix setter being called in chains for shared types
When a type is shared (i.e. passed by reference) it doesn't need to be
called in a setter chain (e.g. `a.b.c = 0`) since it will be updated in
place.

This commit adds an instruction that jumps when the value is shared so
it can be used to skip those cases and avoid redundant calls of setters.
It also solves issues when assigning to sub-properties of read-only
properties.
2022-06-27 12:09:51 -03:00
George Marques 01d13ab2c1 GDScript: Allow using self in lambdas 2022-04-24 21:49:02 -03:00
George Marques 4710e2b278 GDScript: Add support for static method calls in native types 2022-04-06 14:14:38 -03:00
Rémi Verschelde fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Rémi Verschelde ffe8412291 Merge pull request #52323 from vnen/gdscript-singleton-interdependence-fix
Fix loading of interdependent autoloads
2021-09-13 21:10:34 +02:00
Fabio Alessandrelli bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
George Marques 3d13588057 GDScript: Fix loading of interdependent autoloads
Move the autoload resolution to runtime by loading it into the stack
with an extra instruction. This allows an autoload to use another
autoload singleton independent of load order.
2021-09-01 16:06:30 -03:00