de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
...
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
411ee71b4d
Rename the _MD macro to D_METHOD
...
This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
0f687f0ccb
Remove use of _SCS from ADD_METHOD
...
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
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
bc26f90581
Type renames:
...
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
2017-01-11 00:52:51 -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
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
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
5028d7510d
Connection hints when connecting to empty space.
2016-09-03 14:58:23 -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
748836e0b3
Several all around fixes to visual scripting (in the process of creating demos)
2016-08-28 20:59:01 -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
91ba00b416
VisualScript: Adding TOOLS_ENABLED flag where needed ( #6144 )
...
Fixes #6022 .
2016-08-15 09:54:02 +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
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
cd25624667
More work on visual scripting..
2016-08-03 22:07:03 -03:00
ad313097eb
WIP visual scripting, not working yet but you can check out stuff
2016-08-02 19:11:05 -03:00