godot/core/variant
lawnjelly 491594ef0f VariantParser make readahead optional
It turns out some areas are independently moving / reading filepointers outside of the VariantParser, which can cause the readahead caching to get out of sync.

This PR makes the VariantParser readahead to be optional to allow for these use cases.
2022-12-12 15:14:39 +00:00
..
array.cpp Unify String and StringName 2022-12-05 21:46:47 -05:00
array.h Remove Array.find_last() 2022-11-25 18:34:50 +01:00
binder_common.h
callable_bind.cpp
callable_bind.h
callable.cpp
callable.h
container_type_validate.h Unify String and StringName 2022-12-05 21:46:47 -05:00
dictionary.cpp Unify String and StringName 2022-12-05 21:46:47 -05:00
dictionary.h
method_ptrcall.h
native_ptr.h Rename all gdnative occurences to gdextension 2022-12-12 11:04:57 +01:00
SCsub
type_info.h
typed_array.h
variant_call.cpp Unify String and StringName 2022-12-05 21:46:47 -05:00
variant_construct.cpp
variant_construct.h
variant_destruct.cpp
variant_destruct.h
variant_internal.h Rename all gdnative occurences to gdextension 2022-12-12 11:04:57 +01:00
variant_op.cpp Unify String and StringName 2022-12-05 21:46:47 -05:00
variant_op.h Unify String and StringName 2022-12-05 21:46:47 -05:00
variant_parser.cpp VariantParser make readahead optional 2022-12-12 15:14:39 +00:00
variant_parser.h VariantParser make readahead optional 2022-12-12 15:14:39 +00:00
variant_setget.cpp
variant_setget.h
variant_utility.cpp
variant.cpp Merge pull request #68747 from rune-scape/rune-stringname-unification 2022-12-09 18:06:48 +01:00
variant.h Unify String and StringName 2022-12-05 21:46:47 -05:00