Commit Graph

49 Commits

Author SHA1 Message Date
97c8508f5e style: Start applying PEP8 to Python files, indentation issues
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
e96c49f849 Merge pull request #6850 from akien-mga/pr-scsub-shebang
SCsub: Add python shebang as a hint for syntax highlighting
2016-10-17 20:13:18 +02:00
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
31e0e95362 Merge pull request #6692 from bojidar-bg/add-char-to-gd-vs-script
Add `String char(int ascii)` function to GDScript and Visual Script
2016-10-17 09:40:39 +02:00
da09c6131b modules: Clone env in each module
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.

This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.

This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.

Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.

"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
2016-10-15 11:50:41 +02:00
513c0265c4 Add String char(int ascii) function to GDScript and Visual Script
Just hope it doesn't crashes with that much pointer math... 😄
2016-10-03 19:17:54 +03:00
1bf684cea2 -Cleaned up find/replace bar for replace (made selection only default if selection exists), also made buttons look like buttons
-Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test.
2016-09-11 10:05:46 -03:00
8af99ef1c6 Merge pull request #6436 from djrm/icons
Tweaked some icons, including xform one
2016-09-09 07:46:42 +02:00
56f9adac3b Tweaked some icons, including xform one 2016-09-08 19:22:30 -05:00
828e1c092f Renamed the bind_native functions to bind_vararg, should make it show the documentation more clearly and also make it easier to bind to C# 2016-09-07 19:39:57 -03:00
405f6af79c -Added diectly editable expressions on node to VSEditor, closes #6392
-Added ability for LineEdit to expand to fit text
2016-09-06 20:34:24 -03:00
23ababdcd5 Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399 2016-09-06 19:14:47 -03:00
4aab004674 Should Fix Compiling Export Templates
- Works on Windows, Linux x11, Linux Server, Android, HTML5
- Not tested on Mac/iOS (don't have Apple's devices yet)
2016-09-06 04:50:30 +07:00
24bd472a4a Removed script_variables/ prefix to VS properties, made them easier to access from GD and Expression nodes 2016-09-04 10:38:41 -03:00
9167cd45bb Added expression nodes to visual script, please test. 2016-09-04 10:34:40 -03:00
77cb836fc4 small fix 2016-09-03 14:59:44 -03:00
5028d7510d Connection hints when connecting to empty space. 2016-09-03 14:58:23 -03:00
ee37c2f433 Made basic call nodes unsequenced, since they are like gdscript and most return const. 2016-09-03 00:31:39 -03:00
89702d545b Basic type constants for visual script 2016-09-02 02:13:12 -03:00
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..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -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
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
Icons for VScript types
2016-08-27 21:45:06 +02:00
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
8151da15e1 Icons for VScript types 2016-08-23 22:54:21 -05:00
ad8f208bdb Proper function/property selection in visual script editing for property.
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)
Fixes #6022.
2016-08-15 09:54:02 +02:00
72748d1363 -Show proper node name in subcall
-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.
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
-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.
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