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* Merge pull request #7583 from karroffel/wildcardRémi Verschelde2017-01-233-7/+9
|\ | | | | made _ a special token in GDScript
| * made _ a special token in GDScriptkarroffel2017-01-203-7/+9
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* | Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-32/+32
|/ | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Merge pull request #7532 from tagcup/pcg_prngRémi Verschelde2017-01-161-2/+2
|\ | | | | Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
| * Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant ↵Ferenc Arn2017-01-151-2/+2
| | | | | | | | | | | | 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.
* | Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-1/+1
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* | Style: Fix statements ending with ';;'Rémi Verschelde2017-01-164-4/+4
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* | Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | | | | | | | | | | 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).
* | Style: Cosmetic fixes to play nice with clang-formatRémi Verschelde2017-01-152-50/+65
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* Compile error when duplicate key in dictionery literal #7034James Mintram2017-01-141-0/+11
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* Merge pull request #6845 from karroffel/masterJuan Linietsky2017-01-146-1/+696
|\ | | | | Adds pattern matching to GDScript
| * pattern matcher: Implemented backendKarroffel2017-01-114-286/+372
| | | | | | | | changed comments
| * pattern matcher: Implemented transformationsKarroffel2017-01-113-35/+393
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| * pattern matching: implemented parserKarroffel2017-01-114-1/+252
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* | Merge pull request #4918 from jjay/f/error_on_redefineJuan Linietsky2017-01-141-0/+25
|\ \ | | | | | | Redefine var results in an error
| * | [GDScript] Redefine var results in an errorYakov Borevich2016-05-301-0/+25
| | | | | | | | | | | | | | | | | | | | | | | | | | | Error rised if redefine - function argument - for-loop argument - local-scope var Affects #3730
* | | Style: Fix whole-line commented codeRémi Verschelde2017-01-146-25/+34
| | | | | | | | | | | | | | | 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.
* | | rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-143-6/+6
| | | | | | | | | | | | String.get_basename()
* | | Implicit inheritance now defaults to Resource, will error for node scripts ↵Juan Linietsky2017-01-122-1/+8
| | | | | | | | | | | | if extends not used.
* | | More efficient iteration syntax, and range() is converted behind the scenes ↵Juan Linietsky2017-01-111-0/+58
| | | | | | | | | | | | to it.
* | | Merge pull request #6930 from bojidar-bg/gdscript-export-array-hintRémi Verschelde2017-01-111-2/+33
|\ \ \ | | | | | | | | Allow typing hints for Array class (in GDScript and Inspector)
| * | | Allow typing hints for Array class (in GDScript and Inspector/ArrayPropertyEdit)Bojidar Marinov2016-10-261-2/+33
| | | | | | | | | | | | | | | | Closes #3586, by implementing the `1b` variation mentioned there.
* | | | Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-113-8/+8
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* | | | Merge pull request #7093 from bojidar-bg/named-colorsRémi Verschelde2017-01-112-0/+38
|\ \ \ \ | | | | | | | | | | Add named colors to GDScript/Visual Script/core.
| * | | | Add named colors to GDScript/Visual Script/core.Bojidar Marinov2016-12-172-0/+38
| | | | | | | | | | | | | | | | | | | | Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
* | | | | Type renames:Juan Linietsky2017-01-114-23/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | | | | It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+1
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* | | | | uses the global thread to protect the instacnes map in GDScript, closes #4615Juan Linietsky2017-01-102-3/+45
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* | | | | Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky2017-01-083-1/+78
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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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* | | | | renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-2/+2
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* | | | | Fix code completion for new getnode syntaxJuan Linietsky2017-01-082-4/+31
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* | | | | -Fix bugs related to PoolVector crashesJuan Linietsky2017-01-084-0/+91
| | | | | | | | | | | | | | | | | | | | -Added ability to request nodes using $Name in GDScript :)
* | | | | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | | | | | | | | | | | | | | | | | renamed to PoolVector
* | | | | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-052-14/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* | | | | -GDScript support for accessing properties directlyJuan Linietsky2017-01-045-67/+275
| | | | | | | | | | | | | | | | | | | | -Added code lookup and code completion support for properties too
* | | | | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-029-83/+83
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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()
* | | | | Revert expression reduction from #7390Rémi Verschelde2017-01-021-1/+1
| | | | | | | | | | | | | | | | | | | | Fixes #7412.
* | | | | Merge pull request #7390 from bojidar-bg/gdscript-assign-errorRémi Verschelde2017-01-021-1/+10
|\ \ \ \ \ | | | | | | | | | | | | Disallow assignment to constants and expressions
| * | | | | Disallow assignment to constants and expressionsBojidar Marinov2016-12-291-1/+10
| | | | | | | | | | | | | | | | | | | | | | | | Fixes #6221, fixes #6824
* | | | | | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-0113-13/+13
|/ / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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!
* | | | | Merge pull request #6802 from henriquelalves/masterRémi Verschelde2016-11-112-2/+6
|\ \ \ \ \ | |/ / / / |/| | | | Added small modification on gdscript parser to allow users insert '+' before variables
| * | | | Added small modification on parser for '+'Henrique L. Alves2016-10-222-2/+6
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* | | | | Make GDScript parser ignore floating strings in class definitionBojidar Marinov2016-11-031-1/+10
| | | | | | | | | | | | | | | | | | | | Fixes #1320
* | | | | style: Fix PEP8 blank lines issues in Python filesRémi Verschelde2016-11-011-3/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | | | style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-2/+2
| |/ / / |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | | Merge pull request #6564 from ↵Rémi Verschelde2016-10-221-2/+4
|\ \ \ \ | | | | | | | | | | | | | | | | | | | | SuperUserNameMan/gdscript_opcode_line_opcode_breakpoint fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
| * | | | Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in ↵yg2f2016-09-201-2/+4
| | |_|/ | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* | | | Merge pull request #6850 from akien-mga/pr-scsub-shebangRémi Verschelde2016-10-171-0/+2
|\ \ \ \ | | | | | | | | | | SCsub: Add python shebang as a hint for syntax highlighting
| * | | | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | | | | | | | | | | | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.