Commit Graph

39 Commits

Author SHA1 Message Date
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
2650b87102 Carry property hint and hint string through to Visualscript virtual functions. 2018-07-27 13:12:34 -07:00
1400f6fdc4 Refactor RPCMode enum and checks 2018-05-29 20:26:41 +02:00
4c69a495c9 Revert "RPCMode refactor, more sync modes" 2018-05-29 11:47:52 +02:00
d0b62ce155 Merge pull request #19021 from Faless/rpc_sync_fix
RPCMode refactor, more sync modes
2018-05-29 09:44:03 +02:00
9de4ffde61 Refactor RPCMode enum and checks 2018-05-26 10:43:43 +02:00
99e871f45f More stuff! 2018-05-01 00:39:28 +02:00
8d9d847a1a Move things into the title bars of Visual Script nodes.
This is an attempt to make VS slightly nicer to use.

WiP.
2018-04-30 01:28:31 +02:00
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
91ca725f9b Add support for the TAU constant. Fixes #12094. 2017-11-12 13:32:35 +01:00
ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
428f03cf06 Updated function argument names 2017-08-12 15:12:49 -04:00
8a4bce6ebd Ability to set a function as sequenced, so when called you can choose not to use sequence ports. Fixes #6346 2017-08-08 13:14:36 -03:00
19ca9e7810 Update a VS custom node when its script changes 2017-07-21 23:45:57 -03:00
2a3e00c8c7 -Many fixes to VisualScript, fixed property names, etc.
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
5e938f0001 Inf and NaN support added to GDScript. 2017-02-28 21:52:33 +00:00
e9bb65db81 -All types have editable script now in properties
-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -03:00
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
5028d7510d Connection hints when connecting to empty space. 2016-09-03 14:58:23 -03:00
89702d545b Basic type constants for visual script 2016-09-02 02:13:12 -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
5567350e1b -Reworked constant nodes better
-Added simple switch node, removed InputEventFilter
2016-08-31 12:50:46 -03:00
fb4d6d1db0 More visual script improvements
-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
748836e0b3 Several all around fixes to visual scripting (in the process of creating demos) 2016-08-28 20:59:01 -03:00
ec49f41e19 Even more work on visual script editor:
-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
-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
9865650b43 Added a simpler way to do sub-functions in both visual and gdscript with the subcall node.
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
b77200728e -Added yield nodes to visual script
-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
259418f827 VisualScript can now execute visual scripts, but there is no debugger or profiler yet. 2016-08-05 22:48:00 -03:00
d8af6330e5 More progress on visual script editing 2016-08-03 11:28:43 -03:00
ad313097eb WIP visual scripting, not working yet but you can check out stuff 2016-08-02 19:11:05 -03:00