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path: root/core/script_language.h
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* Mono: Avoid invalid class names.Andreas Haas2018-04-151-0/+1
| | | | | | | | | Disallow reserved keywords as class names and prefix base class with the Godot namespace if it's the same as the class name. Fixes #12483 (cherry picked from commit 700d07cf7cae4e28de107e0c274b27c857d98450)
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Mono: Implement stack info for errors and exceptionsIgnacio Etcheverry2018-01-091-1/+3
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Abstract some method for script systemgeequlim2017-11-171-1/+6
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* Removes Script::get_node_type()Jerome670002017-10-251-2/+0
| | | | used before GDScript, with squirrel apparently
* Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialogIgnacio Etcheverry2017-10-241-0/+1
| | | | | - Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* Fixes language overridden external editorsIgnacio Etcheverry2017-09-031-0/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Code completion for enumerationsJuan Linietsky2017-08-241-1/+1
| | | | -Disabled GDNative and GDNativeScript so build compiles again
* Script languges are uninitialized properly now.Juan Linietsky2017-07-221-0/+1
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* Added a simpler/faster way to bind script languages instance wrappers to GodotJuan Linietsky2017-07-161-1/+4
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* Add ability to use custom script templates.Andreas Haas2017-06-131-0/+2
| | | | | | | | | | Templates will be loaded from .godot/script_templates For now they're disabled for GDNative. Ideas for further improvements: - Add a "Save as Template" option to the script editor, as it can normally only save to res:// - Support more placeholders / custom placeholders
* Merge pull request #8420 from magyar123/pr-script-files-as-baseRémi Verschelde2017-04-241-0/+1
|\ | | | | Added the ability to select files as base when creating scripts
| * Added the ability to select files as base when creating scriptsmbalint122017-04-151-0/+1
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* | External editor improvements and fixesIgnacio Etcheverry2017-04-171-1/+2
|/ | | | | | | | | | | | | | | Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* increased maximum number of scripting languagesKarroffel2017-04-031-1/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-153/+134
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky2016-09-121-0/+20
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* More visual script workJuan Linietsky2016-08-251-0/+6
| | | | | | | | | -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
* Proper function/property selection in visual script editing for property.Juan Linietsky2016-08-231-0/+1
| | | | This one has an ordered list, built-in description, search, etc.
* Brand new networked multiplayerJuan Linietsky2016-08-191-1/+17
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* Added a simpler way to do sub-functions in both visual and gdscript with the ↵Juan Linietsky2016-08-081-0/+3
| | | | | | | subcall node. With this, visual script is almost done (missing registering custom nodes from addon). All this is probably pretty broken, too and needs a lot of testing.
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-1/+1
| | | | profiler yet.
* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+1
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* Make most resources (save for packedscenes and scripts) reload if they ↵Juan Linietsky2016-06-271-0/+1
| | | | change on disk. Closes #4059.
* -Fix crashes with thread_exit()Juan Linietsky2016-06-261-0/+1
| | | | -Added draft of C script API (still disabled and unused)
* Added function to notify ScriptLanguage when a thread is created/freed, ↵Juan Linietsky2016-06-251-1/+9
| | | | allows scripts to allocate a stack there via TLS
* Fixed error using the same atlas rect for all images, closes #4139Juan Linietsky2016-06-211-0/+4
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* Better support in ScriptLanguage for GC based scriptsJuan Linietsky2016-06-211-0/+3
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* Changed reload logic to auto-hard-reload scripts on save. It's simpler to ↵Juan Linietsky2016-06-131-0/+4
| | | | use and also fixes #4756
* -Ability to reload (and soft reload) tool scripts. Please test!Juan Linietsky2016-06-081-0/+1
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* Ability to reload scripts on running gameJuan Linietsky2016-06-011-1/+6
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* First version of ProfilerJuan Linietsky2016-05-211-0/+22
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* remove trailing whitespaceHubert Jarosz2016-03-091-12/+12
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* -Some changes to how scenes and scripts are overriden in scene instance and ↵Juan Linietsky2016-01-231-0/+2
| | | | | | inheritance -Fixes #3127 and also properly fixes #2958
* -Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky2016-01-021-0/+1
| | | | the script, closes #2128
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Ability to set autoloads as singleton global variablesreduz2015-12-281-0/+1
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* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-0/+3
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* error debuggerJuan Linietsky2015-08-041-0/+7
| | | | | shows the list of errors that happened during running the game, traces can be analyzed
* live debug fixesJuan Linietsky2015-08-021-1/+1
| | | | removing node in live debugging fixed
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-0/+29
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* improved get_node(), connect(), etc code completion.Juan Linietsky2015-06-261-0/+13
| | | | | -properly completes text arguments -includes the "/root" autoloads