Commit Graph

117 Commits

Author SHA1 Message Date
5f0ecf4c8c GDScript: Remove some unnecessary booleans
Co-authored-by: HolonProduction <holonproduction@gmail.com>
2025-10-02 13:36:03 +03:00
a095c5e3fa GDScript call stack as reverse linked list with fixed coroutines
* GDScript call stack as reverse linked list with issues fixed
(originally proposed in 91006).
* Fix coroutine issues with call stack by resuming async call chain
inside `GDScriptFunction::call()`.
* This fixes corrupted line numbers for coroutines in the debugger and
backtrace (106489).

Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2025-06-30 11:37:42 +02:00
e2d4469dc2 GDScript: Add missing type conversions in for range 2025-06-11 20:45:47 +03:00
0f05e91889 Merge pull request #82808 from dalexeev/gds-vararg
GDScript: Add support for variadic functions
2025-06-09 17:08:48 -05:00
a13fbc6e3e GDScript: Optimize non-constant for-range 2025-06-09 22:04:39 +03:00
ee121ef80e GDScript: Add support for variadic functions 2025-06-09 21:53:05 +03:00
86415f1732 Merge pull request #99150 from dalexeev/gds-fix-callable-call-errror-text
GDScript: Fix `Callable` call error text
2025-06-09 12:31:39 -05:00
5484ec0be2 Remove deadcode in GDScript function CallState. 2025-05-09 19:07:50 +08:00
2b30f23595 GDScript: Fix Callable call error text 2025-05-02 18:30:35 +03:00
4248411baf Merge pull request #102521 from HolonProduction/cancel-await
GDScript: Cancel suspended functions when reloading a script
2025-04-08 12:32:52 -05:00
324512e11c Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
676e4c9013 GDScript: Cancel suspended functions when reloading a script 2025-03-06 11:34:40 +01:00
9853a69144 Implement typed dictionaries 2024-09-04 10:27:26 -05:00
2d8f6c1b1d GDScript: Fix message when calling non-tool function in tool mode 2024-08-27 12:30:15 +03:00
f9b488508c Add PackedVector4Array Variant type
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-05-03 00:58:27 +02:00
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
27d7760f41 GDScript: Fix uninitialized local variables not being reset 2024-03-30 23:25:30 +03:00
59bcc2888c Add methods to get argument count of methods
Added to:
* `Callable`s
* `Object`s
* `ClassDB`
* `Script(Instance)`s
2024-03-10 11:02:43 +01:00
f1cc14d525 Fix missing time for some script functions in profiler
Fixes the issue by adding a mechanism by which the functions that were
previously disappearing can be profiled too. This is optional with
an editor setting, since collecting more information naturally slows the engine
further while profiling.

Fixes #23715, #40251, #29049
2023-12-19 19:42:21 +01:00
5cf0d772bc Change container_element_type to vector container 2023-12-05 08:51:49 -06:00
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
517e9f8aef [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
462d8f4752 GDScript: Fix get_*_list() methods return incorrect info 2023-09-04 00:21:03 +03:00
f6e02dc437 Merge pull request #79990 from vnen/gdscript-assume-op-types
GDScript: Optimize operators by assuming the types
2023-08-01 17:25:52 +02:00
c1bca65d09 GDScript: Optimize operators by assuming the types
This assumes that operators are called usually with the same type of
operands as the first time. So it stores the types of the first run and
if matched it uses an optimized path by calling the validated operator
function directly. Otherwise it uses the regular untyped evaluator.

With this change, if operators do use the same type they run quite
faster. OTOH, if the types mismatch it takes longer to run than they
would with the previous code.
2023-07-28 13:08:21 -03:00
5e512b705e Support threads in the script debugger
* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.

This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
2023-07-26 12:06:45 +02:00
aebbbda080 GDScript: Fix some bugs with static variables and functions 2023-06-16 22:52:11 +03:00
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
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
ea2bc9795c Merge pull request #73544 from mashumafi/fix-func-arg-null
Fix: Func with typed args error when arg is null
2023-02-20 15:41:40 +01:00
30d4d3fa5e Fix: Func with typed args error when arg is null 2023-02-19 21:47:48 -05:00
8fe023ad93 GDScript: Rework type check 2023-02-17 19:57:18 +02:00
34f0a2ca46 GDScript: Add limit to call depth
The hard limit is set at 2048 depth which seems sensible between
legitimate recursive calls while still avoiding a crash because of a
stack overflow in most of the cases.

Note that it is still possible to reach the stack limit and get an
overflow before reaching a call depth. This is intended as a half-way
measure to stop crashing in most cases, since there's no reliable nor
portable way to check the amount of stack memory left.
2023-02-07 17:09:40 -03:00
604493eb6e Merge pull request #65910 from KoBeWi/gdsus
Cleanup function state connections when destroying instance
2023-02-03 16:13:06 +01:00
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
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
7211e041df Optimizations for GDScript VM
* Removed instruction argument count and instruction prefetching. This is now done on the fly. Reduces jumps.
* OPCODE_DISPATCH now goes directly to the next instruction, like in Godot 3.x.

I have nothing I can use to test performance, so if anyone wants to lend a hand and compare with master (both on debug and release), it would be very welcome.
2023-01-02 23:44:19 +01:00
e9a3e49086 Cleanup function state connections when destroying instance
Co-authored-by: Adam Scott <ascott.ca@gmail.com>
2022-12-02 00:20:11 +01:00
5704055d30 Fix cyclic references in GDScript 2.0 2022-11-18 16:41:31 -05:00
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
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
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
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
01d13ab2c1 GDScript: Allow using self in lambdas 2022-04-24 21:49:02 -03:00
f3eca5abef GDScript: Rename OPCODE_TYPE_ADJUST_TRANSFORM to have a 3D suffix 2022-04-07 23:32:56 -05:00
4710e2b278 GDScript: Add support for static method calls in native types 2022-04-06 14:14:38 -03:00
62d87fbd8b Return a correctly typed variant in case of a function error to prevent hard crashes 2022-02-17 15:45:19 +00:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
7da392bcc5 Don't return reference on copy assignment operators
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.

According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.

This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
ffe8412291 Merge pull request #52323 from vnen/gdscript-singleton-interdependence-fix
Fix loading of interdependent autoloads
2021-09-13 21:10:34 +02:00