godot/core/variant
Hugo Locurcio 4bd5e4fd9b
Use the standard C INFINITY and NAN constants directly
The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.

Some portions of the code were already using `INFINITY` directly.
2021-07-21 10:41:08 +02:00
..
array.cpp
array.h
binder_common.h Implement native extension system 2021-06-25 17:32:45 -03:00
callable_bind.cpp
callable_bind.h
callable.cpp Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x 2021-07-01 02:54:01 -07:00
callable.h Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x 2021-07-01 02:54:01 -07:00
container_type_validate.h
dictionary.cpp Force String as Dictionary key instead of StringName 2021-07-01 16:03:37 -03:00
dictionary.h
method_ptrcall.h Implement native extension system 2021-06-25 17:32:45 -03:00
SCsub
type_info.h
typed_array.h
variant_call.cpp Use the standard C INFINITY and NAN constants directly 2021-07-21 10:41:08 +02:00
variant_construct.cpp
variant_construct.h
variant_internal.h
variant_op.cpp Implement native extension system 2021-06-25 17:32:45 -03:00
variant_op.h Fix 'in' operator to check if an object member exists 2021-07-01 20:59:26 +02:00
variant_parser.cpp Use the standard C INFINITY and NAN constants directly 2021-07-21 10:41:08 +02:00
variant_parser.h
variant_setget.cpp Implement native extension system 2021-06-25 17:32:45 -03:00
variant_setget.h
variant_utility.cpp Implement native extension system 2021-06-25 17:32:45 -03:00
variant.cpp
variant.h Increase the number of arguments accepted by UndoRedo methods 2021-07-06 18:52:28 +02:00