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path: root/modules/visual_script/visual_script_builtin_funcs.h (follow)
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* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
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* Merge pull request #7093 from bojidar-bg/named-colorsRémi Verschelde2017-01-111-0/+1
|\ | | | | Add named colors to GDScript/Visual Script/core.
| * Add named colors to GDScript/Visual Script/core.Bojidar Marinov2016-12-171-0/+1
| | | | | | | | Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
|/ | | | | | | | 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()
* Add `String char(int ascii)` function to GDScript and Visual ScriptBojidar Marinov2016-10-031-0/+1
| | | | Just hope it doesn't crashes with that much pointer math... :smile:
* Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399Juan Linietsky2016-09-061-0/+5
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* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-1/+2
| | | | profiler yet.
* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+109