* 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.
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 🎆
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.
* 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
-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
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.