Commit Graph

102 Commits

Author SHA1 Message Date
George Marques 328aadc0ef GDScript: Fix stack overflow when using multiple await 2022-05-27 09:31:37 -03:00
Rémi Verschelde c41f62c3df Merge pull request #61003 from vnen/gdscript-await-stack-fix 2022-05-16 14:10:29 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
George Marques 102c312497 GDScript: Fix stack manipulation for await
The stack now contains three special addresses that should no be copied
to the state, since it contains references that creates cycles. They can
be recreated when the function is resumed.

This commit also removes the clearing of stack from the
GDScriptFunctionState destructor, since it should be cleared when the
function exits. The state stack should only be cleared manually if the
instance is freed before the state resumes (which is already being
done). Otherwise this would destruct the stack twice, causing crashes.
2022-05-13 20:15:34 -03:00
SaracenOne 657b9b6596 Fix local variables not showing when breaking on final line 2022-02-16 18:12:38 +00:00
Pedro J. Estébanez 7b0ed2aa5e Rename Variant::is_ref() to is_ref_counted() 2022-01-20 18:46:25 +01:00
Rémi Verschelde fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Lightning_A c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Aaron Franke 4e6efd1b07 Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
George Marques c201b212c7 GDScript: Implement lambdas compilation and runtime 2021-04-28 11:09:38 -03:00
Anshul7sp1 91181c2086 Fixes small typos and grammar correction 2021-03-12 19:05:16 +05:30
Rafał Mikrut f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
Rémi Verschelde b5334d14f7 Update copyright statements to 2021
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
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
George Marques c707d6fe71 GDScript: Gather instructions arguments beforehand
Almost all instructions need variant arguments. With this change they
are loaded in an array before each instruction call. This makes the
addressing code be localized to less places, improving compilation
overhead and binary size by a small margin.

This should not affect performance.
2020-11-21 13:24:49 -03:00
George Marques b6519d0d03 GDScript: Split Function code into multiple files
To improve organization and reduce the size of compilation units.
2020-11-21 13:24:49 -03:00
reduz 635d33dc6c Refactor variant built-in methods yet again.
* 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
2020-11-11 16:36:36 -03:00
reduz 221a2a1742 Refactored variant constructor logic 2020-11-09 08:54:43 -03:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
reduz 05de7ce6ca Refactored variant setters/getters
-Discern between named, indexed and keyed
-Get direct access to functions for typed GDScript and GDNative bindings
-Small changes to some classes in order to work with the new setget binder
2020-11-07 15:16:15 -03:00
Umang Kalra c37f633216 Fixes the misleading error message for call_recursive method for TreeItems 2020-10-17 12:30:36 +05:30
Thakee Nathees 75d4511cb5 null pointer dereference at GDScriptFunction::call fix 2020-09-04 15:24:09 +05:30
George Marques 635c6a0a18 Add GDScript disassembler 2020-09-01 14:36:30 -03:00
George Marques 5d6e853806 New GDScript tokenizer and parser
Sometimes to fix something you have to break it first.

This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.

Don't worry: other huge commits will come after this.
2020-07-20 11:38:39 -03:00