| Commit message (Collapse) | Author | Age | Files | Lines |
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made _ a special token in GDScript
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than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
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Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
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with 32-bit output, 64-bit state).
PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
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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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String.get_basename()
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if extends not used.
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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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Add named colors to GDScript/Visual Script/core.
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Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
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-Added ability to request nodes using $Name in GDScript :)
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renamed to PoolVector
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categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
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-Added code lookup and code completion support for properties too
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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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Done with `autopep8 --select=E3,W3`, fixes:
- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
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Done with `autopep8 --select=E1`, fixes:
- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
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SuperUserNameMan/gdscript_opcode_line_opcode_breakpoint
fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
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Release mode
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.
This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.
Fixes #6487
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SCsub: Add python shebang as a hint for syntax highlighting
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Also switch existing shebangs to "better" /usr/bin/env python.
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