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path: root/modules/gdscript/gd_script.h
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* GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde2017-11-161-449/+0
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* Removes Script::get_node_type()Jerome670002017-10-251-1/+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.
* Fixes language overridden external editorsIgnacio Etcheverry2017-09-031-1/+0
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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
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-3/+3
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* Better user expirence with external text editors.geequlim2017-06-271-0/+1
| | | | | Implements open_in_external_editor for subclasses of ScriptLanguage. Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor.
* 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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* | Added support for space indentationPaulb232017-04-181-0/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-150/+120
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* 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
* uses the global thread to protect the instacnes map in GDScript, closes #4615Juan Linietsky2017-01-101-0/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | 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!
* Fix build for templatesGeorge Marques2016-09-121-0/+2
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* Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky2016-09-121-0/+15
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* More visual script workJuan Linietsky2016-08-251-0/+2
| | | | | | | | | -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/+3
| | | | This one has an ordered list, built-in description, search, etc.
* Brand new networked multiplayerJuan Linietsky2016-08-191-48/+53
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* Added a simpler way to do sub-functions in both visual and gdscript with the ↵Juan Linietsky2016-08-081-0/+2
| | | | | | | 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/+2
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* Fixed reloading of tool scripts within editor, they should work much better ↵Juan Linietsky2016-07-201-0/+6
| | | | now, closes #3194
* Warn instad of crashing when class instance is gone after yield. Closes ↵Juan Linietsky2016-06-291-0/+2
| | | | #5247 , probably closes other yield related crashes
* -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 Linietsky2016-06-011-2/+14
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* Some cleanup to GDScriptJuan Linietsky2016-05-311-201/+1
| | | | separated GDFunction (VM) from GDScript in two different files
* First version of ProfilerJuan Linietsky2016-05-211-7/+44
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* Reworked how autoloads are load to make sure identifiers always exist, ↵Juan Linietsky2016-01-131-0/+1
| | | | please check if this resolves bug #3156
* -Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky2016-01-021-0/+2
| | | | the script, closes #2128
* 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/+1
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* Ability to set autoloads as singleton global variablesreduz2015-12-281-0/+1
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* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-0/+2
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* Break into GDScript debugger when new() failsadmix2015-11-291-1/+1
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* **WARNING BEFORE PULLING**Juan Linietsky2015-08-231-1/+1
| | | | | | | | | | | 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
* error debuggerJuan Linietsky2015-08-041-0/+13
| | | | | shows the list of errors that happened during running the game, traces can be analyzed
* -some changes by okamJuan Linietsky2015-06-301-0/+2
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* added ability to define signals in scriptJuan Linietsky2015-06-241-0/+4
| | | | closes #2175
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* New Code CompletionJuan Linietsky2014-12-161-1/+19
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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
* Batch of BugfixesJuan Linietsky2014-12-071-2/+11
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -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!
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-2/+9
| | | | | | | -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
* Little BitsJuan Linietsky2014-10-121-0/+3
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found