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* renamed dlscript module to gdnativeKarroffel2017-04-091-421/+0
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* Merge pull request #8301 from karroffel/dlscript-refactorRémi Verschelde2017-04-081-25/+41
|\ | | | | [DLScript] refactoring and in-editor reloading
| * [DLScript] in-editor reloadingKarroffel2017-04-081-8/+25
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| * [DLScript] refactored loading of librariesKarroffel2017-04-071-21/+20
| | | | | | | | | | | | I also enabled DLSCRIPT_EDITOR_FEATURES as the default. It might not be the most usable because of the lack of a reloading functionality, but as Zylann pointed out "It's better to see something than nothing at all"
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-1/+2
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* [DLScript] added variant constructor and a function to get userdata of a scriptKarroffel2017-04-041-0/+2
| | | | | | | The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it. This is particularly useful and even required for language bindings to work properly. This also fixes non-tool builds.
* added dlscript moduleKarroffel2017-04-031-0/+402
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md