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* Fix bug in inner class reference, closes #1411Juan Linietsky2016-06-281-4/+9
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* Fix extends issue, closes #4026Juan Linietsky2016-06-281-0/+4
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* Add "bool" to GDScript reserverd keywordsAndreas Haas2016-06-241-0/+1
| | | | Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
* Changed reload logic to auto-hard-reload scripts on save. It's simpler to ↵Juan Linietsky2016-06-131-0/+5
| | | | use and also fixes #4756
* -Ability to reload (and soft reload) tool scripts. Please test!Juan Linietsky2016-06-081-0/+107
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* Revert "Fix implicit GDScript Reference inheritance"punto-2016-06-061-2/+5
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* Fix implicit GDScript Reference inheritanceeska2016-06-051-5/+2
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* Ability to reload scripts on running gameJuan Linietsky2016-06-011-4/+121
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* Some cleanup to GDScriptJuan Linietsky2016-05-311-1426/+0
| | | | separated GDFunction (VM) from GDScript in two different files
* Fix #4748: proper call to base class functionIgnacio Armenteros2016-05-231-1/+1
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* First version of ProfilerJuan Linietsky2016-05-211-102/+334
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-0/+5
| | | | | | Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
* Merge pull request #3587 from akien-mga/pr-reserved-keyordsRémi Verschelde2016-02-041-1/+1
|\ | | | | Fix missing comma
| * Fix missing commaRémi Verschelde2016-02-041-1/+1
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* | Merge pull request #3582 from akien-mga/pr-reserved-keyordsGeorge Marques2016-02-041-28/+35
|\| | | | | Add preload and PI to GDScript reserved keywords
| * Add preload and PI to GDScript reserved keywordsRémi Verschelde2016-02-041-0/+2
| | | | | | I've noticed that gd_tokenizer also has keywords for `switch' and `do', but they seem not to be supported actually (only used in commented code for the shader language), so I don't add them.
| * Reorder reserved words by categoriesRémi Verschelde2016-02-041-28/+33
| | | | | | They were previously kind of sorted with a mix between alphabetical and logical ordering, which made it hard to spot duplicates or missing words.
* | -Added method flags to global constants for scriptJuan Linietsky2016-01-311-0/+1
|/ | | | -Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
* -remove unnecesary error report, fixes #3361Juan Linietsky2016-01-231-7/+15
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* -Make Akien happy, fixes #3068Juan Linietsky2016-01-101-1/+1
| | | | (seems I wrote all the code, then forgot to use the enum...)
* Fixed bug with default arguments in gdscript, closes #2024Juan Linietsky2016-01-031-0/+1
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* -Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky2016-01-021-0/+22
| | | | the script, closes #2128
* -properly handle newline in \ (line continuation) in gdscript, fixes #2112Juan Linietsky2016-01-021-17/+11
| | | | -also fix a small crash in export detection with scripts that include themselves
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -add breakpoint statement to ease with debugging, closes #3165reduz2015-12-291-0/+9
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* - added 'onready' keyword to gdscript. Defers initialization of member ↵reduz2015-12-281-0/+1
| | | | variables until _ready() is run.
* Ability to set autoloads as singleton global variablesreduz2015-12-281-0/+6
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* replaced :var by :Variant in documentation, fixes #2897Juan Linietsky2015-12-141-1/+1
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* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-0/+20
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* Break into GDScript debugger when new() failsadmix2015-11-291-7/+7
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* **WARNING BEFORE PULLING**Juan Linietsky2015-08-231-1/+6
| | | | | | | | | | | This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools. If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :) Summary of Changes -New Filesystem dock, with filesystem & tree view modes. -New refactoring tools, to change or fix dependencies. -Quick search dialog, to quickly search any file
* -some changes by okamJuan Linietsky2015-06-301-0/+8
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-2/+2
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* added ability to define signals in scriptJuan Linietsky2015-06-241-0/+48
| | | | closes #2175
* Fixed variables being set before calling the setter methodJaguar2015-06-131-1/+2
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* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-1/+1
| | | | -Added function to retrieve list of actions fron InputMap
* properly save external resources, fixes #1924Juan Linietsky2015-05-171-0/+4
| | | | added API to get scancode names to OS
* -bit slower execution in debug, but proper error reporting for get index and ↵Juan Linietsky2015-05-161-3/+28
| | | | operators, fixes #1911
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* (Fix) script will not be able to extend itselfmostafahassan2015-03-311-1/+1
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* Merge pull request #1396 from Spooner/fix_sprintf_errorsJuan Linietsky2015-03-221-1/+2
|\ | | | | Fix sprintf errors
| * Added info about operator after bespoke error message.Bil Bas (Spooner)2015-02-191-0/+1
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| * Correctly halt on error in sprintf parsing (fixes #1393)Bil Bas (Spooner)2015-02-191-1/+1
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* | support for 2D shadow castersJuan Linietsky2015-03-021-1/+4
|/ | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* -Resolved bug that made yield() not work in some situations, fixes #884Juan Linietsky2015-01-061-1/+1
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* FixesJuan Linietsky2014-12-201-0/+1
| | | | | | | | -=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
* Fix crash when gd-script _init failsanikoyes2014-12-181-1/+1
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* more bugfixesJuan Linietsky2014-12-071-0/+2
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* Batch of BugfixesJuan Linietsky2014-12-071-35/+129
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!