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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.
* Merge pull request #8783 from bojidar-bg/fix-range-loop-typeRémi Verschelde2017-06-241-2/+2
|\ | | | | Fix for..in range() resulting in floats instead of ints
| * Reimplement for..in range() so that it always results in intsBojidar Marinov2017-06-221-2/+2
| | | | | | | | Fixes #8278, fixup of bfef8de1bc4f7a7b9617a7b181881129033a0b0e
* | Remove methods from code completion which are already exposed by properties, ↵Juan Linietsky2017-06-231-2/+2
| | | | | | | | makes completion cleaner and more close to the documentation.
* | GdScript: Add signal autocompletion to emit_signal functionMariano Suligoy2017-06-231-1/+1
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* Add ability to use custom script templates.Andreas Haas2017-06-133-0/+20
| | | | | | | | | | 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
* GDScript: Use "is" keyword for type checking.Andreas Haas2017-05-277-8/+12
| | | | | | | | | | | | | | | 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") ```
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-202-66/+4
| | | | this might cause bugs I haven't found yet..
* Merge pull request #8798 from RandomShaper/gdfs-ext-checkRémi Verschelde2017-05-182-4/+16
|\ | | | | Add extended check option to GDFunctionState::is_valid()
| * Add extended check option to GDFunctionState::is_valid()Pedro J. Estébanez2017-05-172-4/+16
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* | Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-172-2/+1
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* Fix #8674, and rename a few things for clarityBojidar Marinov2017-05-083-10/+16
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* Changed indent type settingsPaulb232017-04-261-1/+1
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* Honoring the Indent setting for gdscriptRamesh Ravone2017-04-251-10/+13
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* fixed a bug where saving a GDScript file crashed the editorKarroffel2017-04-241-2/+5
| | | | I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
* Merge pull request #8444 from magyar123/pr-complete-pathsRémi Verschelde2017-04-243-0/+32
|\ | | | | Script editor now automatically completes file paths in GDScript
| * Added autocomplete for file paths in the script editormbalint122017-04-183-0/+32
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* | 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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* | re-added MultiScriptKarroffel2017-04-241-2/+2
| | | | | | | | | | | | | | | | The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object. With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes which could impact performance. I used the code from 0b806ee as the base and made it work with the current master.
* | Added support for space indentationPaulb232017-04-182-2/+24
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* Fixup #8123, seems like I forgot a few thingsBojidar Marinov2017-04-081-3/+3
| | | | | Should close #8315 Please test, I'm still unsure I did it correctly...
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0815-0/+15
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* Fix typo in Parser Error messagecurtisxk382017-04-051-1/+1
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* Add '$' to token namesSaggi Mizrahi2017-04-011-0/+1
| | | | | | | It was missing from this array and would cause godot to crash or report bad errors. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
* Merge pull request #8123 from bojidar-bg/gdscript-inline-block-indentRémi Verschelde2017-03-241-1/+9
|\ | | | | Make inline blocks in GDScript more (or less) pythonic
| * Make inline blocks in GDScript more pythonicBojidar Marinov2017-03-231-1/+9
| | | | | | | | Fixes #8001
* | Fix typos in source code using codespellRémi Verschelde2017-03-244-9/+9
|/ | | | From https://github.com/lucasdemarchi/codespell
* Merge pull request #8095 from RandomShaper/fix-yield-crashRémi Verschelde2017-03-211-1/+1
|\ | | | | Fix random crashes when using yield()
| * Fix random crashes when using yield()Pedro J. Estébanez2017-03-211-1/+1
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* | Fixed typo in gdscript autocompletion.mbalint122017-03-171-1/+1
|/ | | | There was a missing '!' sign, but autocompletion shows parent script members too.
* Skip asserts on non-debug builds at compiler levelPedro J. Estébanez2017-03-131-0/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0514-5850/+5208
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-052-0/+57
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* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-3/+3
| | | | | | The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
* Merge pull request #7878 from RebelliousX/elseRémi Verschelde2017-02-281-1/+1
|\ | | | | Bunch of missing `else` statements and general logic
| * Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-1/+1
| | | | | | | | | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* | Inf and NaN support added to GDScript.Saracen2017-02-285-0/+36
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* Merge pull request #7851 from shlomif/fix-some-compilation-warningsRémi Verschelde2017-02-261-0/+1
|\ | | | | Get rid of some compilation warnings.
| * Fix some compilation warnings.Shlomi Fish2017-02-211-0/+1
| | | | | | | | | | | | Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
* | Merge pull request #7809 from hpvb/fix-6798Rémi Verschelde2017-02-261-4/+25
|\ \ | | | | | | Allow preload to accept a const string.
| * | Allow preload to accept a const string.Hein-Pieter van Braam2017-02-161-4/+25
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | In preload() parsing this code will lookup the identifier in the local constant database. If the identifier corresponds to a string constant it is used as the path for preload(). Currently this does not work for global constants, only constants declared in the same class as the preload is happening. We can implement a full fix too. Maybe we can use this PR to discuss the possibilities. This (partially) fixes #6798
* | | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-212-2/+2
| |/ |/| | | | | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* | Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-162-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | -begin of export work, not done yetJuan Linietsky2017-02-151-0/+2
|/ | | | -fixes to make scenes exported from godot 2.x work
* Remove bounds check when resuming from yield.Hein-Pieter van Braam2017-02-131-1/+1
| | | | | | | | | | | | | | The code would get a pointer to the beginning of the call_args by using operator[] at the stack Vector. This does bound checking. When there are no call_args this bound check fails and the error mentioned in #7796 gets triggered. This bound check is actually not necessary as call_args just gets set to NULL and never dereferenced. This new code will just unconditionally set the pointer to the place where the call_args are if there are any. There is no NULL check for call_args anywhere so this is safe. Fixes #7796
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-132-4/+4
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Fix parsing bug which causes range(variable) to crash the enginelonesurvivor2017-02-041-4/+3
| | | | | | | problem was a segmentation fault caused by trying to access Vector constants[0] which isn't there if op->arguments.size() is not bigger than one. - the changed OR condition didn't make sense (always true), should be AND - changes the "constant" variable to be false per default and gets set to true when there is actually something pushed to "constants"
* Removed import/export system, will start new one from scratch.Juan Linietsky2017-01-251-3/+4
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* Merge pull request #7583 from karroffel/wildcardRémi Verschelde2017-01-233-7/+9
|\ | | | | made _ a special token in GDScript