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| author | Juan Linietsky | 2014-12-07 02:04:20 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2014-12-07 02:04:20 -0300 |
| commit | c79be979d47daae613d1b1bbc732a30a74f56543 (patch) | |
| tree | 9edaf684a8d3ff47b124d03e04c01f927c197255 /modules/gdscript/gd_parser.h | |
| parent | f7c9a4a0a8ab770dfe565c31c7c47585beb53594 (diff) | |
| download | godot-c79be979d47daae613d1b1bbc732a30a74f56543.tar.gz godot-c79be979d47daae613d1b1bbc732a30a74f56543.tar.zst godot-c79be979d47daae613d1b1bbc732a30a74f56543.zip | |
Batch of Bugfixes
-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
Diffstat (limited to 'modules/gdscript/gd_parser.h')
| -rw-r--r-- | modules/gdscript/gd_parser.h | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/modules/gdscript/gd_parser.h b/modules/gdscript/gd_parser.h index 5fac34396..3f82cafc6 100644 --- a/modules/gdscript/gd_parser.h +++ b/modules/gdscript/gd_parser.h @@ -373,6 +373,7 @@ private: List<int> tab_level; String base_path; + String self_path; PropertyInfo current_export; @@ -398,8 +399,8 @@ public: String get_error() const; int get_error_line() const; int get_error_column() const; - Error parse(const String& p_code, const String& p_base_path="", bool p_just_validate=false); - Error parse_bytecode(const Vector<uint8_t> &p_bytecode,const String& p_base_path=""); + Error parse(const String& p_code, const String& p_base_path="", bool p_just_validate=false,const String& p_self_path=""); + Error parse_bytecode(const Vector<uint8_t> &p_bytecode,const String& p_base_path="",const String& p_self_path=""); const Node *get_parse_tree() const; |
