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path: root/core/script_language.h
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* Make the performance reporting update frequency customizableHugo Locurcio2018-05-181-0/+2
| | | | The default update frequency has been changed from 1000ms to 250ms.
* Merge pull request #18545 from vnen/editor-autoloadJuan Linietsky2018-05-141-0/+2
|\ | | | | Enable autoload in editor
| * Enable autoload in editorGeorge Marques2018-05-011-0/+2
| | | | | | | | | | | | - Tool scripts will be executed and can be accessed by plugins. - Other script languages can implement add/remove_named_global_constant to make use of this functionality.
* | Local debugger fixes and extensionsBlazej Floch2018-05-071-0/+1
|/ | | | | | | | | - Adds q/quit option to console debugging - Adds options (variable_prefix) - Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows) - Added option to list all breakpoints - Fixes add/remove breakpoint bug (invalid path parsing) - Minor cleanup
* Ctrl+Clicking a enum now scrolls down to it in the docs.Felix Yang2018-04-031-1/+3
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* Mono: Avoid invalid class names.Andreas Haas2018-03-151-0/+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
* 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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