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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-598/+561
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Inf and NaN support added to GDScript.Saracen2017-02-281-0/+4
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* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
* made _ a special token in GDScriptkarroffel2017-01-201-0/+2
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* Merge pull request #6845 from karroffel/masterJuan Linietsky2017-01-141-0/+2
|\ | | | | Adds pattern matching to GDScript
| * pattern matching: implemented parserKarroffel2017-01-111-0/+2
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-141-6/+10
| | | | | | | | | | 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 Linietsky2017-01-111-11/+10
| | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky2017-01-081-1/+1
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* | Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky2017-01-081-3/+3
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* | -Fix bugs related to PoolVector crashesJuan Linietsky2017-01-081-0/+3
| | | | | | | | -Added ability to request nodes using $Name in GDScript :)
* | 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!
* | Adapt overlooked instances of zero-based column numbersPedro J. Estébanez2016-10-131-5/+5
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* | Make text column numbers one-basedPedro J. Estébanez2016-10-101-1/+1
|/ | | | | | | | Make one-based the column number on the code editor Make one-based the column number for GDScript error messages Make one-based the column number for shader code error messages
* Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-101-2/+2
|\ | | | | Fix some more warnings
| * Fix some comparisons between signed and unsigned integersJohan Manuel2016-08-131-2/+2
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* | Adds enums to GDScriptBojidar Marinov2016-08-271-0/+2
| | | | | | | | Fixes #2966
* | Brand new networked multiplayerJuan Linietsky2016-08-191-1/+9
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* Removed unused variables (first pass)Rémi Verschelde2016-07-071-1/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* correctly parse floats in scientific notationDennis Brakhane2016-06-181-1/+1
| | | | | | | | | | GDScript incorrectly parsed float values in scientific notation when no decimal point was given. "1e-5" was parsed as "15". Fix this by not requiring a decimal point when we found an exponent for the number to be considered a float. Fixes #5267
* gdscript tokenizer will dislike use of case, closes #4991Juan Linietsky2016-06-111-2/+3
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* remove trailing whitespaceHubert Jarosz2016-03-091-9/+9
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* Removed GDScript "function" keywordFranklin Sobrinho2016-01-131-1/+0
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* Added missing onready token nameIgnacio Etcheverry2016-01-071-0/+1
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* Added var2bytes and bytes2var to convet any variable to bytes and back. ↵Juan Linietsky2016-01-021-1/+1
| | | | Closes #2075
* PI is now a built-in constant, fixes #2134Juan Linietsky2016-01-021-1/+3
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* -properly handle newline in \ (line continuation) in gdscript, fixes #2112Juan Linietsky2016-01-021-0/+1
| | | | -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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* small fixes to color8Juan Linietsky2015-12-311-1/+1
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* -add breakpoint statement to ease with debugging, closes #3165reduz2015-12-291-1/+3
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* - added 'onready' keyword to gdscript. Defers initialization of member ↵reduz2015-12-281-1/+2
| | | | variables until _ready() is run.
* Remove unexpected GDScript built-in type aliaseseska2015-11-231-6/+0
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* Add missing token name for signal. closes #2201neikeq2015-08-071-0/+1
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* more debugger fixesJuan Linietsky2015-08-041-0/+5
| | | | | -setting/clearing breakpoints during run-time now works -multi-line strings resulted in wrong line numbers in bytecode, fixed
* more code completion improvementsJuan Linietsky2015-06-271-1/+1
| | | | | | -calltip dissapears with more types of keypresses or when pressing ')' -properly looks into autoloaded scripts or nodes with another script for script functions/variables/etc.
* improved get_node(), connect(), etc code completion.Juan Linietsky2015-06-261-15/+18
| | | | | -properly completes text arguments -includes the "/root" autoloads
* added ability to define signals in scriptJuan Linietsky2015-06-241-0/+1
| | | | closes #2175
* -Added prints() function, fixes #1132, #1859Juan Linietsky2015-05-091-1/+1
| | | | -Tabs work inside built-in log window, fixes #1867
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* restored @ for nodepaths/stringnamesJuan Linietsky2015-02-191-2/+5
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* New Code CompletionJuan Linietsky2014-12-161-1/+5
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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 Linietsky2014-11-021-9/+21
| | | | | | | | | | | | | | | | -=-=-=-=- -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 Linietsky2014-10-271-1/+3
| | | | | | | -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
* Fix issue #821: GDScript now accepts single quoted as well as double quoted ↵Guy Rabiller2014-10-261-3/+11
| | | | strings.
* - more fixes on #672 on windowsJuan Linietsky2014-09-191-1/+2
| | | | | | - added #660, but need help on osx, help please I don't have a mac! - fixed #667 and #668 (eol detection in comments) - added #670 (hint when using method without () )
* Fixing Issues...Juan Linietsky2014-09-191-12/+10
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-3/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 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.
* Light Baker!Juan Linietsky2014-06-111-0/+1
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* -HttpClient: ’Content-Length’ is added to httprequest if not provided in ↵Juan Linietsky2014-04-051-0/+18
| | | | | | | | | the headers and a body exists -expressions in GDScript can take multiple lines if inside parenthesis (python-like) -Added \ to force linebreaks to GDscript (python-like) -added exclude objects from raycast -fixed crashes
* -scripts are converted to bytecode on exportJuan Linietsky2014-02-251-19/+390
| | | | -fix bug in doc where touchscreen events were not documented