Commit Graph

88 Commits

Author SHA1 Message Date
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
4261880c94 Merge pull request #6845 from karroffel/master
Adds pattern matching to GDScript
2017-01-14 17:08:10 -03:00
93ab45b6b5 Style: Fix whole-line commented code
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
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.
-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.
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!
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
-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.
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