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
5d9967ef00
Merge pull request #6055 from eska014/native-bind-rettype
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Allow documenting unexposed return types in bind_native_method
2016-08-08 18:23:36 +02:00
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
4cd246898e
Allow documenting unexposed return types in bind_native_method
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Document return type of `Object.call` and `GDScript.new`
2016-08-06 02:21:29 +02:00
ad313097eb
WIP visual scripting, not working yet but you can check out stuff
2016-08-02 19:11:05 -03:00
33cc480350
Fixed reloading of tool scripts within editor, they should work much better now, closes #3194
2016-07-20 22:37:48 -03:00
cf6450043d
Fix bug in inner class reference, closes #1411
2016-06-28 11:15:55 -03:00
565bb3afcc
Fix extends issue, closes #4026
2016-06-28 10:44:38 -03:00
c871cf6801
Add "bool" to GDScript reserverd keywords
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Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
2016-06-24 17:47:19 +02:00
45443a1651
Changed reload logic to auto-hard-reload scripts on save. It's simpler to use and also fixes #4756
2016-06-13 10:58:32 -03:00
f8f30662d9
-Ability to reload (and soft reload) tool scripts. Please test!
2016-06-08 20:00:52 -03:00
86253cbdfe
Revert "Fix implicit GDScript Reference inheritance"
2016-06-06 23:40:50 -03:00
3acbf8e71f
Fix implicit GDScript Reference inheritance
2016-06-05 19:17:33 +02:00
9e745b920f
Ability to reload scripts on running game
2016-06-01 20:31:42 -03:00
df139f57b3
Some cleanup to GDScript
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separated GDFunction (VM) from GDScript in two different files
2016-05-31 22:33:43 -03:00
7caabd9398
Fix #4748 : proper call to base class function
2016-05-23 11:49:51 +02:00
a75f896338
First version of Profiler
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It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
6fc1c3a4d1
Completed the support for plugins! It is not possible to add plugins.
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Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
2016-02-27 23:12:27 -03:00
6ea0863ed3
Merge pull request #3587 from akien-mga/pr-reserved-keyords
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Fix missing comma
2016-02-04 18:57:25 +01:00
ade7329625
Fix missing comma
2016-02-04 18:56:41 +01:00
0f41a18344
Merge pull request #3582 from akien-mga/pr-reserved-keyords
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Add preload and PI to GDScript reserved keywords
2016-02-04 14:52:44 -02:00
99d9188da8
Add preload and PI to GDScript reserved keywords
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I've noticed that gd_tokenizer also has keywords for `switch' and `do', but they seem not to be supported actually (only used in commented code for the shader language), so I don't add them.
2016-02-04 10:26:10 +01:00
8151110002
Reorder reserved words by categories
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They were previously kind of sorted with a mix between alphabetical and logical ordering, which made it hard to spot duplicates or missing words.
2016-02-04 10:17:23 +01:00
817fd1ab71
-Added method flags to global constants for script
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-Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
2016-01-31 15:40:51 -03:00
de7fe2fced
-remove unnecesary error report, fixes #3361
2016-01-23 15:36:03 -03:00
1a9c3a134d
-Make Akien happy, fixes #3068
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(seems I wrote all the code, then forgot to use the enum...)
2016-01-10 23:13:02 -03:00
cb39db0b02
Fixed bug with default arguments in gdscript, closes #2024
2016-01-03 21:11:11 -03:00
1597082c85
-Ability to roll-back script-exported properties to their default value on the script, closes #2128
2016-01-02 20:17:31 -03:00
0e0a7c9494
-properly handle newline in \ (line continuation) in gdscript, fixes #2112
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-also fix a small crash in export detection with scripts that include themselves
2016-01-02 13:56:58 -03:00
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
7d2d1442f8
-add breakpoint statement to ease with debugging, closes #3165
2015-12-29 12:11:21 -03:00
30c12297dc
- added 'onready' keyword to gdscript. Defers initialization of member variables until _ready() is run.
2015-12-28 19:32:51 -03:00
e0d21d2158
Ability to set autoloads as singleton global variables
2015-12-28 15:59:20 -03:00
f2183a5e09
replaced :var by :Variant in documentation, fixes #2897
2015-12-14 08:28:01 -03:00
200b7bb87c
-Display on animation editor which keys are invalid and which tracks are unresolved
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-Added a tool to clean up unresolved tracks and unused keys
2015-12-05 14:18:22 -03:00
b2508ca879
Break into GDScript debugger when new() fails
2015-11-29 17:02:52 +01:00
07e9741425
**WARNING BEFORE PULLING**
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This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)
Summary of Changes
-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
2015-08-23 20:15:56 -03:00
55b34e05b3
-some changes by okam
2015-06-30 11:28:43 -03:00
95047562d7
Several performance improvements, mainly in loading and instancing scenes and resources.
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A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
48f1d02da4
added ability to define signals in script
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closes #2175
2015-06-24 13:29:45 -03:00
7c0051beac
Fixed variables being set before calling the setter method
2015-06-13 14:10:06 -04:00
e323cc0505
-Rename unexisting by nonexistant, closes #1940
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-Added function to retrieve list of actions fron InputMap
2015-05-18 10:20:54 -03:00
e72717e373
properly save external resources, fixes #1924
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added API to get scancode names to OS
2015-05-17 13:15:23 -03:00
27cb75112e
-bit slower execution in debug, but proper error reporting for get index and operators, fixes #1911
2015-05-16 16:32:46 -03:00
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
73ff3ac218
(Fix) script will not be able to extend itself
2015-03-31 21:34:50 +02:00
0302ea5b82
Merge pull request #1396 from Spooner/fix_sprintf_errors
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Fix sprintf errors
2015-03-22 15:03:32 -03:00
a1f715a4da
support for 2D shadow casters
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Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00