aboutsummaryrefslogtreecommitdiff
path: root/modules
Commit message (Collapse)AuthorAgeFilesLines
* re-added MultiScriptKarroffel2017-04-247-2/+1049
| | | | | | | | 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.
* [GDNative] fixed msvc buildKarroffel2017-04-201-2/+2
|
* Merge pull request #8417 from neikeq/hello-thereRémi Verschelde2017-04-204-14/+15
|\ | | | | External editor improvements and fixes
| * External editor improvements and fixesIgnacio Etcheverry2017-04-174-14/+15
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default.
* | [GDNative] explicit calling conventionKarroffel2017-04-192-15/+29
| |
* | Merge pull request #8424 from Paulb23/convert_indentRémi Verschelde2017-04-184-2/+32
|\ \ | | | | | | Support for space indentation
| * | Convert indent on savePaulb232017-04-182-0/+8
| | |
| * | Added support for space indentationPaulb232017-04-182-2/+24
| | |
* | | Merge pull request #8440 from karroffel/gdnative-new-methodThomas Herzog2017-04-173-0/+54
|\ \ \ | | | | | | | | [GDNative] added "new" method and fixed headers
| * | | [GDNative] added "new" method and fixed headersKarroffel2017-04-173-0/+54
| | | |
* | | | Merge pull request #8439 from touilleMan/correct_gdnative_signaturesThomas Herzog2017-04-176-413/+611
|\ \ \ \ | | | | | | | | | | Correct gdnative signatures
| * | | | gdnative: Implement missing function for godot_basis.Emmanuel Leblond2017-04-172-32/+180
| | | | |
| * | | | gdnative: modify vector2&vector3 functions signature to use value passing ↵Emmanuel Leblond2017-04-174-381/+431
| | |/ / | |/| | | | | | | | | | instead of ptr.
* / | | Add godot_string_unicode_str to GDnativeEmmanuel Leblond2017-04-172-0/+6
|/ / /
* | | Correct indentation in gdnative vector2/3Emmanuel Leblond2017-04-154-139/+168
| | |
* | | Implement missing functions in gdnative vector2 and vector3 bindingsEmmanuel Leblond2017-04-155-82/+303
|/ /
* | [GDNative] made string functions more C-friendlyKarroffel2017-04-112-7/+7
| |
* | [GDNative] C API and generator fixesKarroffel2017-04-112-1/+2
| |
* | [GDNative] re-enabled some init optionsKarroffel2017-04-111-2/+0
| |
* | Merge pull request #8350 from karroffel/gdnative-api-reference-fieldThomas Herzog2017-04-101-3/+3
|\ \ | | | | | | [GDNative] added is_reference filed to api.json
| * | [GDNative] added is_reference filed to api.jsonKarroffel2017-04-101-3/+3
| | |
* | | [GDNative] function to get class constructorKarroffel2017-04-102-0/+11
|/ /
* | Merge pull request #8339 from karroffel/gdnative-reload-fixRémi Verschelde2017-04-101-13/+11
|\ \ | | | | | | [GDNative] Didn't iterate over all scripts
| * | [GDNative] Didn't iterate over all scriptsKarroffel2017-04-101-13/+11
| | |
* | | Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-3/+3
|/ / | | | | | | | | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* | renamed dlscript module to gdnativeKarroffel2017-04-0971-1300/+2448
| |
* | Merge pull request #8329 from touilleMan/dlscript-godot_get_global_constantsRémi Verschelde2017-04-093-0/+34
|\ \ | | | | | | GlobalConstants support in DLScript & api.json
| * | Change dlscript's godot_get_global_constants signature to return ↵Emmanuel Leblond2017-04-092-4/+7
| | | | | | | | | | | | godot_dictionary
| * | Add GlobalConstants entry to the dlscript's api.json generatorEmmanuel Leblond2017-04-092-2/+20
| | |
| * | Add godot_get_global_constants function to dlscriptEmmanuel Leblond2017-04-082-0/+13
| | |
* | | 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...
* | Merge pull request #8301 from karroffel/dlscript-refactorRémi Verschelde2017-04-082-163/+295
|\ \ | | | | | | [DLScript] refactoring and in-editor reloading
| * | [DLScript] in-editor reloadingKarroffel2017-04-082-62/+194
| | |
| * | [DLScript] refactored loading of librariesKarroffel2017-04-072-147/+147
| | | | | | | | | | | | | | | | | | I also enabled DLSCRIPT_EDITOR_FEATURES as the default. It might not be the most usable because of the lack of a reloading functionality, but as Zylann pointed out "It's better to see something than nothing at all"
* | | DLScript: Fix llvm compilation error.Andreas Haas2017-04-081-1/+1
| | | | | | | | | | | | `Ordered comparison between pointer and zero`
* | | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-08115-1/+116
| |/ |/|
* | New particle system, mostly working, some small features missing.Juan Linietsky2017-04-062-12/+12
|/
* [DLScript] fixed android builds nowKarroffel2017-04-061-1/+1
| | | | ... really.
* Merge pull request #8280 from karroffel/dlscript-inheritanceRémi Verschelde2017-04-061-12/+84
|\ | | | | [DLScript] inheritance fixes
| * [DLScript] inheritance fixesKarroffel2017-04-061-12/+84
| | | | | | | | This properly implements script inheritance for DLScripts.
* | Merge pull request #8276 from karroffel/dlscript-stlRémi Verschelde2017-04-067-13/+13
|\ \ | | | | | | [DLScript] API fixed and removed STL imports
| * | [DLScript] more API fixesKarroffel2017-04-063-2/+12
| | |
| * | [DLScript] removed STL importsKarroffel2017-04-065-11/+1
| |/
* / Fix typo in Parser Error messagecurtisxk382017-04-051-1/+1
|/
* [DLScript] fixed virtual method exportKarroffel2017-04-051-2/+2
|
* [DLScript] removed unused importKarroffel2017-04-051-1/+0
| | | | This hopefully fixes android builds
* [DLScript] added variant constructor and a function to get userdata of a scriptKarroffel2017-04-046-10/+43
| | | | | | | The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it. This is particularly useful and even required for language bindings to work properly. This also fixes non-tool builds.
* Merge pull request #8246 from GodotNativeTools/dlscript-moduleRémi Verschelde2017-04-0451-608/+6528
|\ | | | | DLScript module
| * added dlscript moduleKarroffel2017-04-0351-608/+6528
| | | | | | | | | | | | | | | | | | This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
* | 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>