Commit Graph

75 Commits

Author SHA1 Message Date
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
5d9967ef00 Merge pull request #6055 from eska014/native-bind-rettype
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.
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
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
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
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
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.
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
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
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
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
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
-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
(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
-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
-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**
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.
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
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
-Added function to retrieve list of actions fron InputMap
2015-05-18 10:20:54 -03:00
e72717e373 properly save external resources, fixes #1924
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
Fix sprintf errors
2015-03-22 15:03:32 -03:00
a1f715a4da support for 2D shadow casters
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