Codebase Enhancements and Performance Improvements

We've made several updates to improve our codebase and application performance.

- Clang format was applied for better readability and consistency, aiding other developers in understanding and contributing to the code.
- We resolved issues that were causing visual script compilation failure. The visual script now compiles successfully, ensuring application functionality.
- Broken sections within the codebase were fixed, improving overall stability.
- Built-in functions from the visual script were removed to simplify the code and enhance readability.
- Generic search performance was improved to provide faster results, enhancing user experience.
- Missing flow nodes were added to the Visual Script, ensuring all necessary components are present for correct functioning.

In an effort to streamline the codebase:

- `VisualScriptComment` class and related code were removed, reducing complexity and improving maintainability.
- Error messages were optimized for quicker feedback when errors occur.
- Licenses were updated to reflect recent changes, ensuring legal compliance and project transparency.
- The `get_global_name()` override in `visual_script.h` was fixed, and `TYPE_BUILTIN_FUNC` in `visual_script_expression.h` was removed, improving code functionality.
- Search logic was refactored to avoid double searching, enhancing performance.
- Documentation was updated to reflect recent changes, providing accurate information to users and developers.
- Property selection logic in `VisualScriptPropertySelector` was refactored for easier understanding and modification.
- Code was refactored to avoid variable shadowing, improving readability and reducing potential errors.
- `.clang-format` and `.clang-tidy` configuration files were added to ensure consistent code styling.

To make the code more robust and easier to understand:

- Variable names were corrected for clarity, and error handling in `visual_script_expression.cpp` was improved.
- Function and variable names were refactored for better readability and maintainability.
- Member editing logic in `VisualScriptEditor` was simplified.
- Name variables were updated to be unique, avoiding potential conflicts and errors.
- The `VisualScriptSubCall` class was refactored for simplicity and ease of understanding.

For macOS workflow:

- It was updated to use the latest version and correct path for installing Vulkan SDK, enabling the application to leverage the latest features and improvements from the Vulkan SDK.
- Mac Vulkan SDK was installed to support Vulkan-based functionalities.

Lastly, we made necessary changes to pass CI/CD tests, ensuring the code quality and stability of the application.
This commit is contained in:
K. S. Ernest (iFire) Lee
2023-08-15 09:34:34 -07:00
parent 40bdeebc80
commit 9a4df15d3e
78 changed files with 5752 additions and 6218 deletions

View File

@@ -1,32 +1,32 @@
/*************************************************************************/
/* visual_script_flow_control.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/**************************************************************************/
/* visual_script_flow_control.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef VISUAL_SCRIPT_FLOW_CONTROL_H
#define VISUAL_SCRIPT_FLOW_CONTROL_H
@@ -64,7 +64,8 @@ public:
void set_enable_return_value(bool p_enable);
bool is_return_value_enabled() const;
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptReturn();
};
@@ -91,7 +92,8 @@ public:
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptCondition();
};
@@ -118,7 +120,8 @@ public:
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptWhile();
};
@@ -145,7 +148,8 @@ public:
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptIterator();
};
@@ -177,7 +181,8 @@ public:
void set_steps(int p_steps);
int get_steps() const;
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptSequence();
};
@@ -208,7 +213,9 @@ public:
virtual bool has_input_sequence_port() const override;
virtual String get_output_sequence_port_text(int p_port) const override;
virtual bool has_mixed_input_and_sequence_ports() const override { return true; }
virtual bool has_mixed_input_and_sequence_ports() const override {
return true;
}
virtual int get_input_value_port_count() const override;
virtual int get_output_value_port_count() const override;
@@ -220,7 +227,8 @@ public:
virtual String get_text() const override;
virtual String get_category() const override { return "flow_control"; }
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptSwitch();
};
@@ -256,9 +264,11 @@ public:
void set_base_script(const String &p_path);
String get_base_script() const;
virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const override;
virtual TypeGuess guess_output_type(TypeGuess *p_inputs,
int p_output) const override;
virtual VisualScriptNodeInstance *instantiate(VisualScriptInstance *p_instance) override;
virtual VisualScriptNodeInstance *
instantiate(VisualScriptInstance *p_instance) override;
VisualScriptTypeCast();
};