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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.
* | | | Merge pull request #6692 from bojidar-bg/add-char-to-gd-vs-scriptRémi Verschelde2016-10-172-0/+16
|\ \ \ \ | |/ / / |/| | | Add `String char(int ascii)` function to GDScript and Visual Script
| * | | Add `String char(int ascii)` function to GDScript and Visual ScriptBojidar Marinov2016-10-032-0/+16
| |/ / | | | | | | | | | Just hope it doesn't crashes with that much pointer math... :smile:
* | | modules: Clone env in each moduleRémi Verschelde2016-10-151-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This allows to pass include paths and flags only to a given thirdparty library, thus preventing conflicts between their files (e.g. between opus and openssl which both provide modes.h. This also has the nice effect of making the compilation command smaller for each module as it no longer related to all other modules, only the final linking brings them together. This however requires adding manually the ogg include path in opus and vorbis when building against the builtin ogg, since it is no longer in the global env. Also simplified template 'thirdparty_<module>_sources' to 'thirdparty_sources'. "Core" modules like cscript, gdscript, gridmap, ik and virtual_script still use the main env_modules, but it could be changed if need be.
* | | Merge pull request #6813 from Faless/fix_6801_bisRémi Verschelde2016-10-142-12/+0
|\ \ \ | | | | | | | | Re-Allow absolute paths, make them behave correctly
| * | | Revert "Add warning when (pre)loading paths with leading / (#4280 - #3106)"Fabio Alessandrelli2016-10-132-12/+0
| | |/ | |/| | | | | | | | | | | | | Also closes: #6801 This reverts commit e59820ac94b7c9706298d5559608937dfca332e5.
* / | Adapt overlooked instances of zero-based column numbersPedro J. Estébanez2016-10-131-5/+5
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* | Merge pull request #6775 from RandomShaper/one-based-col-numbersRémi Verschelde2016-10-111-1/+1
|\ \ | | | | | | Make text column numbers one-based
| * | 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 #6694 from bojidar-bg/gdscript-newline-functionsRémi Verschelde2016-10-111-2/+30
|\ \ \ | | | | | | | | Allow for linebreaks in function calls and definitions and yeild/signal.
| * | | Allow for linebreaks in function calls and definitions and yeild/signal.Bojidar Marinov2016-10-031-2/+30
| | |/ | |/| | | | | | | (Plus maybe a few other things)
* | | i18n: Fix string that broke msgmergeRémi Verschelde2016-10-091-1/+1
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* | Merge pull request #6730 from Faless/fix_export_crash_errorRémi Verschelde2016-10-091-0/+10
|\ \ | | | | | | Throw an error when exporting a resource class
| * | Throw an error when exporting a resource classFabio Alessandrelli2016-10-061-0/+10
| |/ | | | | | | | | | | | | | | "export var tex = Texture" will now throw an error to avoid crashing the editor: "Exported constant not a type or resource" Fixes #6719 . Closes #6729
* / Add warning when (pre)loading paths with leading / (#4280 - #3106)Fabio Alessandrelli2016-10-042-1/+14
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* Fix build for templatesGeorge Marques2016-09-122-0/+6
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* Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky2016-09-125-1/+482
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* Merge pull request #6281 from bojidar-bg/gdscript-ternary-operatorJuan Linietsky2016-09-113-14/+125
|\ | | | | Ternary operator in GDScript (a if x else b)
| * Ternary operator in GDScript (a if x else b)Bojidar Marinov2016-08-253-14/+125
| | | | | | | | Fixes #1961
* | Added constants from types in code completion, somehow this was never added.Juan Linietsky2016-09-111-1/+12
| | | | | | | | Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
* | Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-102-3/+3
|\ \ | | | | | | Fix some more warnings
| * | Fix some comparisons between signed and unsigned integersJohan Manuel2016-08-131-2/+2
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| * | Fix some warnings about misleading indentationJohan Manuel2016-08-131-2/+2
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| * | Remove some unused variablesJohan Manuel2016-08-131-1/+1
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* | | Merge pull request #6292 from bojidar-bg/gdscript-add-enumsJuan Linietsky2016-09-103-0/+111
|\ \ \ | | | | | | | | Adds enums to GDScript
| * | | Add enum naming, by assinging a given enum's values to a DictBojidar Marinov2016-08-271-0/+20
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| * | | Adds enums to GDScriptBojidar Marinov2016-08-273-0/+91
| | |/ | |/| | | | | | | Fixes #2966
* | | Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky2016-09-072-2/+2
| | | | | | | | | | | | documentation more clearly and also make it easier to bind to C#
* | | Clean up GDScript templateRăzvan Cosmin Rădulescu2016-09-051-7/+5
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