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<title>godot.git/modules/gdscript, branch 2.1.1-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/modules/gdscript?h=2.1.1-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/modules/gdscript?h=2.1.1-stable'/>
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<updated>2016-11-02T21:29:36Z</updated>
<entry>
<title>style: Fix PEP8 blank lines issues in Python files</title>
<updated>2016-11-02T21:29:36Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-11-02T21:29:36Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a7389217f8170dde67fa6bb50c1046ae4a5a9e5a'/>
<id>urn:sha1:a7389217f8170dde67fa6bb50c1046ae4a5a9e5a</id>
<content type='text'>
Done with `autopep8 --select=E3,W3`, fixes:

- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
</content>
</entry>
<entry>
<title>style: Start applying PEP8 to Python files, indentation issues</title>
<updated>2016-11-02T21:26:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-11-02T21:26:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=561c1f17a12a42b8263ce7dd40d90e1e9633c1de'/>
<id>urn:sha1:561c1f17a12a42b8263ce7dd40d90e1e9633c1de</id>
<content type='text'>
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
</content>
</entry>
<entry>
<title>Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode</title>
<updated>2016-10-30T23:00:46Z</updated>
<author>
<name>yg2f</name>
</author>
<published>2016-09-20T11:54:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=caf42f77d2545c665640363ae64c6a96c0fe1606'/>
<id>urn:sha1:caf42f77d2545c665640363ae64c6a96c0fe1606</id>
<content type='text'>
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.

This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.

Fixes #6487

(cherry picked from commit 217e09c79da008e15bd789260e8b2513689c90bd)
</content>
</entry>
<entry>
<title>SCsub: Add python shebang as a hint for syntax highlighting</title>
<updated>2016-10-30T13:51:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-17T06:50:25Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5a49e45d213d57f82892c04b94497b37e9fa6229'/>
<id>urn:sha1:5a49e45d213d57f82892c04b94497b37e9fa6229</id>
<content type='text'>
Also switch existing shebangs to "better" /usr/bin/env python.

(cherry picked from commit fc8ccd5b8c8b779bffd0f4d7f22f2f964c939163)
</content>
</entry>
<entry>
<title>modules: Clone env in each module</title>
<updated>2016-10-30T13:51:32Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-13T16:54:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bfea3f1d9a785f31b6ddb87b680c16e443325c67'/>
<id>urn:sha1:bfea3f1d9a785f31b6ddb87b680c16e443325c67</id>
<content type='text'>
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.

This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.

This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.

Also simplified template 'thirdparty_&lt;module&gt;_sources' to
'thirdparty_sources'.

"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.

(cherry picked from commit da09c6131bcdace7e8e62c3dabc62890e9564c97)

Obviously removed the parts about enet and visual_script.
</content>
</entry>
<entry>
<title>Adapt overlooked instances of zero-based column numbers</title>
<updated>2016-10-17T18:49:28Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2016-10-13T10:57:14Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=2261c65f191bd1362992f9302674e949f4ee161e'/>
<id>urn:sha1:2261c65f191bd1362992f9302674e949f4ee161e</id>
<content type='text'>
(cherry picked from commit 1b3dcac28145bfc6cc1bf2327852209155f59082)
</content>
</entry>
<entry>
<title>Revert "Add warning when (pre)loading paths with leading / (#4280 - #3106)"</title>
<updated>2016-10-17T18:48:52Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2016-10-13T09:28:38Z</published>
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<id>urn:sha1:d5ee98bb2ca80354737632d215b27088e42b602d</id>
<content type='text'>
Also closes: #6801

This reverts commit e59820ac94b7c9706298d5559608937dfca332e5.

(cherry picked from commit 11349a786be1fd02647493cfeff9883898ffd73e)
</content>
</entry>
<entry>
<title>Make text column numbers one-based</title>
<updated>2016-10-17T18:44:47Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2016-10-09T22:10:13Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=99d82f3033f18bb06c504627d898903c0aef55ac'/>
<id>urn:sha1:99d82f3033f18bb06c504627d898903c0aef55ac</id>
<content type='text'>
Make one-based the column number on the code editor

Make one-based the column number for GDScript error messages

Make one-based the column number for shader code error messages

(cherry picked from commit 2f80965845dd40c4a7981b0d3f011f26c185d63f)
</content>
</entry>
<entry>
<title>i18n: Fix string that broke msgmerge</title>
<updated>2016-10-09T16:21:59Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2016-10-09T16:11:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b3bf3c392a6ab08b05b015704590b8b468b4d962'/>
<id>urn:sha1:b3bf3c392a6ab08b05b015704590b8b468b4d962</id>
<content type='text'>
(cherry picked from commit 2fb5a0030527ac04f1026d80bd8cf12ca3b3f38b)
</content>
</entry>
<entry>
<title>Throw an error when exporting a resource class</title>
<updated>2016-10-09T15:40:19Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2016-10-06T18:24:32Z</published>
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<id>urn:sha1:e51cd3d454758b15126181013745e45488052ec3</id>
<content type='text'>
"export var tex = Texture"
will now throw an error to avoid crashing the editor:
"Exported constant not a type or resource"

Fixes #6719 . Closes #6729

(cherry picked from commit ee7df2c89ab0608c84f8c9390e1ed888dc1f805d)
</content>
</entry>
</feed>
