65ae4976eb
made visual script switch more flexible
2016-09-01 20:04:17 -03:00
5b96c3a552
-Modified Input and added is_action_just_pressed() as well as is_action_just_released()
2016-09-01 18:59:46 -03:00
fc70824f7c
More improvements to visual script..
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fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
5567350e1b
-Reworked constant nodes better
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-Added simple switch node, removed InputEventFilter
2016-08-31 12:50:46 -03:00
fb4d6d1db0
More visual script improvements
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
a56e5c74f5
VisualScript: Fixed VariableGet vs VariableSet node names, fixes #6325
2016-08-30 16:42:39 +02:00
0d692e6a8c
Fixed compilation
2016-08-29 12:26:53 -05:00
12dc7a2e6a
Merge branch 'master' of https://github.com/godotengine/godot
2016-08-29 08:35:10 -03:00
9465ce46c6
Colors for VS sockets and icons
2016-08-28 19:57:16 -05:00
748836e0b3
Several all around fixes to visual scripting (in the process of creating demos)
2016-08-28 20:59:01 -03:00
b6e206e995
Merge pull request #6108 from djrm/vs_type_icons_2
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Icons for VScript types
2016-08-27 21:45:06 +02:00
ec49f41e19
Even more work on visual script editor:
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-Added constructor nodes, specialized and conversion ones.
-Cleaned up how unconnected input default values are shown and edited (much cleaner)
-Dragging scene nodes into graph makes a call dialog appear by deault
-Dragging properties into graph is set by default, not get
-fixed dragging internal functions into graph
2016-08-26 17:38:25 -03:00
9c6175db11
More visual script work
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-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
2016-08-25 17:45:20 -03:00
8151da15e1
Icons for VScript types
2016-08-23 22:54:21 -05:00
ad8f208bdb
Proper function/property selection in visual script editing for property.
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This one has an ordered list, built-in description, search, etc.
2016-08-23 19:29:07 -03:00
1add52b55e
Brand new networked multiplayer
2016-08-19 16:48:41 -03:00
91ba00b416
VisualScript: Adding TOOLS_ENABLED flag where needed ( #6144 )
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Fixes #6022 .
2016-08-15 09:54:02 +02:00
72748d1363
-Show proper node name in subcall
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-Implemented Ctrl-F to focus script type search
2016-08-08 01:41:57 -03:00
9865650b43
Added a simpler way to do sub-functions in both visual and gdscript with the subcall node.
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With this, visual script is almost done (missing registering custom nodes from addon).
All this is probably pretty broken, too and needs a lot of testing.
2016-08-08 01:21:22 -03:00
cfbdeeffec
Added ability to create custom nodes from script.
2016-08-07 21:22:14 -03:00
0b8f0670c5
Automatically turn on process callbacks if relevant callbacks in node exists
2016-08-07 20:08:15 -03:00
b77200728e
-Added yield nodes to visual script
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-Added input selection nodes to visual script
-Added script create icon for those who miss it, will only appear when it can be used.
2016-08-07 19:22:33 -03:00
9714a36e65
Reverted printable null object, seems to cause bugs around and not sure why.
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Will have to check better, likely for 3.0
2016-08-06 20:13:27 -03:00
9890c1d2ca
Likely with bugs and with some features are missing, as well as profiler support, but VisualScript should be more or less done!
2016-08-06 19:00:54 -03:00
259418f827
VisualScript can now execute visual scripts, but there is no debugger or profiler yet.
2016-08-05 22:48:00 -03:00
6ed5d48d0c
Concluded base visual scripting! can edit but not run though.
2016-08-04 00:05:35 -03:00
cd25624667
More work on visual scripting..
2016-08-03 22:07:03 -03:00
d8af6330e5
More progress on visual script editing
2016-08-03 11:28:43 -03:00
e51f4725fe
Fix translatable strings in VisualScript
2016-08-03 07:26:36 +02:00
ad313097eb
WIP visual scripting, not working yet but you can check out stuff
2016-08-02 19:11:05 -03:00