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| * | | 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
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* | | 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
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| * | | Added support for space indentationPaulb232017-04-182-2/+24
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* | | 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
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* | | | 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
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| * | | | 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
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* | | Correct indentation in gdnative vector2/3Emmanuel Leblond2017-04-154-139/+168
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* | | Implement missing functions in gdnative vector2 and vector3 bindingsEmmanuel Leblond2017-04-155-82/+303
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* | [GDNative] made string functions more C-friendlyKarroffel2017-04-112-7/+7
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* | [GDNative] C API and generator fixesKarroffel2017-04-112-1/+2
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* | [GDNative] re-enabled some init optionsKarroffel2017-04-111-2/+0
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* | 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
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* | | [GDNative] function to get class constructorKarroffel2017-04-102-0/+11
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* | 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
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* | | 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
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* | 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
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| * | Add godot_get_global_constants function to dlscriptEmmanuel Leblond2017-04-082-0/+13
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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...
* | 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
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| * | [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
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* | New particle system, mostly working, some small features missing.Juan Linietsky2017-04-062-12/+12
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* [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
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| * | [DLScript] removed STL importsKarroffel2017-04-065-11/+1
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* / Fix typo in Parser Error messagecurtisxk382017-04-051-1/+1
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* [DLScript] fixed virtual method exportKarroffel2017-04-051-2/+2
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* [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>
* SCons: Add option to toggle warnings (on by default)Rémi Verschelde2017-03-261-1/+0
| | | | | | | | All the warnings are factored out of the platform-specific files and moved to SConstruct. Will have to check that it does not introduce regressions on some platforms/compilers. (cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
* 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