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* GDScript: Use "is" keyword for type checking.Andreas Haas2017-05-271-0/+1
| | | | | | | | | | | | | | | 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") ```
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-64/+58
| | | | | | | | | | | | | | | | | | | | | | | | 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/+2
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* made _ a special token in GDScriptkarroffel2017-01-201-0/+1
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* Merge pull request #6845 from karroffel/masterJuan Linietsky2017-01-141-0/+1
|\ | | | | Adds pattern matching to GDScript
| * pattern matching: implemented parserKarroffel2017-01-111-0/+1
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* | -Fix bugs related to PoolVector crashesJuan Linietsky2017-01-081-0/+1
| | | | | | | | -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!
* Adds enums to GDScriptBojidar Marinov2016-08-271-0/+1
| | | | Fixes #2966
* Brand new networked multiplayerJuan Linietsky2016-08-191-0/+4
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* PI is now a built-in constant, fixes #2134Juan Linietsky2016-01-021-0/+1
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* 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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* - added 'onready' keyword to gdscript. Defers initialization of member ↵reduz2015-12-281-0/+1
| | | | variables until _ready() is run.
* added ability to define signals in scriptJuan Linietsky2015-06-241-0/+1
| | | | closes #2175
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* New Code CompletionJuan Linietsky2014-12-161-0/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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 Linietsky2014-11-021-0/+7
| | | | | | | | | | | | | | | | -=-=-=-=- -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 Linietsky2014-10-271-0/+1
| | | | | | | -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
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 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.
* -scripts are converted to bytecode on exportJuan Linietsky2014-02-251-13/+71
| | | | -fix bug in doc where touchscreen events were not documented
* -moved script to modulesJuan Linietsky2014-02-241-0/+181