Age | Commit message (Collapse) | Author |
|
Notify instance binding data api of refcount increment/decrement
|
|
|
|
|
|
Fix case where exported properties value is lost
|
|
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
|
|
Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation
- Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly.
- Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false.
- Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty.
- PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not.
- Fixed a few problems during reloading of C# scripts.
|
|
The line number is hightlighted to indicate that the line contains only
type-safe code.
|
|
|
|
-Fixes to script language, PlaceHolder can now get and check methods
|
|
|
|
|
|
|
|
Enable autoload in editor
|
|
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
|
|
- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
|
|
|
|
Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes #12483
|
|
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
|
|
|
|
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
used before GDScript, with squirrel apparently
|
|
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
|
|
|
|
|
|
|
|
-Disabled GDNative and GDNativeScript so build compiles again
|
|
|
|
|
|
Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.
Ideas for further improvements:
- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
|
|
Added the ability to select files as base when creating scripts
|
|
Notable changes:
- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.
Fixes:
- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
|
|
|
|
|
|
|
|
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
|
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
|
|
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()
|
|
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!
|
|
|
|
-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
|
|
This one has an ordered list, built-in description, search, etc.
|
|
|
|
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.
|
|
profiler yet.
|
|
|
|
change on disk. Closes #4059.
|
|
-Added draft of C script API (still disabled and unused)
|
|
allows scripts to allocate a stack there via TLS
|