| Commit message (Collapse) | Author | Age | Files | Lines |
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This removes `not` from the variable safe list of
keywords.
Before that this was a valid expression:
self.!(some_arg)
The other fix is just a forgotten boolean negation.
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Fixes #8085
Added some comments around the use of is_token_literal, as discussed.
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Fixes #8278, fixup of bfef8de1bc4f7a7b9617a7b181881129033a0b0e
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Replaces the `extends` keyword with `is` in the context of testing for type compatibility.
`extends` is still used for declaring class inheritance.
Example:
```gdscript
extends Node2D
func _input(ev):
if ev is InputEventKey:
print("yay, key event")
```
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Should close #8315
Please test, I'm still unsure I did it correctly...
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Make inline blocks in GDScript more (or less) pythonic
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Fixes #8001
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From https://github.com/lucasdemarchi/codespell
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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
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Allow preload to accept a const string.
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In preload() parsing this code will lookup the identifier in the local
constant database. If the identifier corresponds to a string constant
it is used as the path for preload().
Currently this does not work for global constants, only constants
declared in the same class as the preload is happening. We can implement
a full fix too. Maybe we can use this PR to discuss the possibilities.
This (partially) fixes #6798
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-fixes to make scenes exported from godot 2.x work
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problem was a segmentation fault caused by trying to access Vector constants[0] which isn't there if op->arguments.size() is not bigger than one.
- the changed OR condition didn't make sense (always true), should be AND
- changes the "constant" variable to be false per default and gets set to true when there is actually something pushed to "constants"
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Adds pattern matching to GDScript
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changed comments
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Redefine var results in an error
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Error rised if redefine
- function argument
- for-loop argument
- local-scope var
Affects #3730
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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to it.
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Allow typing hints for Array class (in GDScript and Inspector)
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Closes #3586, by implementing the `1b` variation mentioned there.
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-Added ability to request nodes using $Name in GDScript :)
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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()
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Fixes #7412.
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Disallow assignment to constants and expressions
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Fixes #6221, fixes #6824
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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!
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Added small modification on gdscript parser to allow users insert '+' before variables
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Fixes #1320
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Also closes: #6801
This reverts commit e59820ac94b7c9706298d5559608937dfca332e5.
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Allow for linebreaks in function calls and definitions and yeild/signal.
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(Plus maybe a few other things)
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Throw an error when exporting a resource class
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"export var tex = Texture"
will now throw an error to avoid crashing the editor:
"Exported constant not a type or resource"
Fixes #6719 . Closes #6729
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