f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
4261880c94
Merge pull request #6845 from karroffel/master
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Adds pattern matching to GDScript
2017-01-14 17:08:10 -03:00
93ab45b6b5
Style: Fix whole-line commented code
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
d9d77291bc
rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename()
2017-01-14 00:51:09 -03:00
6dd7d2c1f7
Implicit inheritance now defaults to Resource, will error for node scripts if extends not used.
2017-01-12 16:00:57 -03:00
e781a7e07e
pattern matcher: Implemented backend
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changed comments
2017-01-11 04:40:28 +01:00
80b733a33a
uses the global thread to protect the instacnes map in GDScript, closes #4615
2017-01-10 19:02:52 -03:00
2ab83e1abb
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
2017-01-07 18:26:38 -03:00
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
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-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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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
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
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
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
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