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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Bring that Whole New World to the Old Continent tooRémi Verschelde2017-03-191-628/+571
| | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261.
* Style: Fix statements ending with ';;'Rémi Verschelde2017-03-181-1/+1
| | | | (cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
* Skip asserts on non-debug builds at compiler levelPedro J. Estébanez2017-03-131-0/+2
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Ternary operator in GDScript (a if x else b)Bojidar Marinov2017-01-101-0/+40
| | | | Fixes #1961
* Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in ↵yg2f2016-10-311-2/+4
| | | | | | | | | | | | | | Release mode When godot is in release mode, GDscript compiler does not generate bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore. This optimizes GDscript execution speed when the script contains a lot of comments in blocs executed in loops. Fixes #6487 (cherry picked from commit 217e09c79da008e15bd789260e8b2513689c90bd)
* Forgot to clear signals on recompile, closes #5729Juan Linietsky2016-07-171-0/+1
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* Removed unused variables (first pass)Rémi Verschelde2016-07-071-6/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Merge pull request #5407 from RandomShaper/opt-self-indexingJuan Linietsky2016-07-011-3/+11
|\ | | | | Optimize member access with self
| * Optimize member access with selfPedro J. Estébanez2016-06-251-3/+11
| | | | | | | | Let the compiler take the fast path when a member is superfluously accessed with `self.`.
* | Fix extends issue, closes #4026Juan Linietsky2016-06-281-1/+3
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* -All variables from script are visible through get_property_list(), not just ↵Juan Linietsky2016-06-111-0/+3
| | | | | | | those with export() -Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script -closes #5146
* Revert "Fix implicit GDScript Reference inheritance"punto-2016-06-061-6/+0
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* Fix implicit GDScript Reference inheritanceeska2016-06-051-0/+6
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* missed ifdef that broke android buildJuan Linietsky2016-06-011-1/+3
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* Ability to reload scripts on running gameJuan Linietsky2016-06-011-7/+69
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* First version of ProfilerJuan Linietsky2016-05-211-6/+35
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* Subclasses can now extend from other subclasses contained in scripts derived ↵Saracen2016-04-091-1/+16
| | | | from relative paths.
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* -wip on addon editorJuan Linietsky2016-02-291-0/+2
| | | | -fixes instantiable subclasses not working, as reported in #3871
* Fixed bug with default arguments in gdscript, closes #2024Juan Linietsky2016-01-031-1/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* added missing null checkZher Huei Lee2015-12-301-1/+1
| | | | for p_func inside _parse_function
* -add breakpoint statement to ease with debugging, closes #3165reduz2015-12-291-0/+4
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* - added 'onready' keyword to gdscript. Defers initialization of member ↵reduz2015-12-281-4/+29
| | | | variables until _ready() is run.
* added ability to define signals in scriptJuan Linietsky2015-06-241-10/+30
| | | | closes #2175
* -Throw error if setter and getter reference their member variable with self. ↵Juan Linietsky2015-04-181-0/+29
| | | | , fixes #1685
* -try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky2015-04-181-1/+1
| | | | fixes #1703
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Resolved bug that made yield() not work in some situations, fixes #884Juan Linietsky2015-01-061-1/+1
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* -added a check for setget while running the game , closes #1009Juan Linietsky2015-01-031-3/+50
| | | | -fixed issues in tilemap editor (swap arrows not showing/hiding properly)
* New Code CompletionJuan Linietsky2014-12-161-0/+7
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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
* Bug FixesJuan Linietsky2014-11-021-10/+14
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-3/+7
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-221-4/+17
| | | | | | | | | | | 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
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-3/+32
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* Little BitsJuan Linietsky2014-08-141-1/+1
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* More 3D WorkJuan Linietsky2014-06-161-1/+9
| | | | | | | | -=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
* -Fixed bug in "extends"Juan Linietsky2014-05-241-0/+10
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* Making Godot Easier to Use..Juan Linietsky2014-05-241-0/+10
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -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.
* Fixes to constants in scopeJuan Linietsky2014-05-021-26/+36
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* -Fixes to OpenSSL compilation (more)Juan Linietsky2014-05-011-1/+6
| | | | -Fix bug in GDScript, now static functions can call static functions.
* -moved script to modulesJuan Linietsky2014-02-241-0/+1531