aboutsummaryrefslogtreecommitdiff
path: root/core/script_language.h
Commit message (Collapse)AuthorAgeFilesLines
* Fixes language overridden external editorsIgnacio Etcheverry2017-09-031-0/+1
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* -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
|
* Added a simpler/faster way to bind script languages instance wrappers to GodotJuan Linietsky2017-07-161-1/+4
|
* 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
| |
* | 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
|
* increased maximum number of scripting languagesKarroffel2017-04-031-1/+1
|
* 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
|
* 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
|
* 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
|
* 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
|
* Better support in ScriptLanguage for GC based scriptsJuan Linietsky2016-06-211-0/+3
|
* 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
|
* Ability to reload scripts on running gameJuan Linietsky2016-06-011-1/+6
|
* 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
|
* -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
|
* Ability to set autoloads as singleton global variablesreduz2015-12-281-0/+1
|
* -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
* added ability to define signals in scriptJuan Linietsky2015-06-241-0/+4
| | | | closes #2175
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* New Code CompletionJuan Linietsky2014-12-161-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* UDP FixesJuan Linietsky2014-11-131-0/+2
| | | | | | | | | | | | | | -=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-221-0/+2
| | | | | | | | | | | properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
* Fixed failed to connect to remote debugger with -rdebug will crash enginemarynate2014-07-151-1/+1
|
* Light Baker!Juan Linietsky2014-06-111-0/+1
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+1
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* -added kinematic bodyJuan Linietsky2014-02-221-0/+2
| | | | -added kinematic body demos