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path: root/core/script_language.h
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2019-10-23Implement game camera overrideErik
Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
2019-09-05Merge pull request #31870 from JFonS/add_network_profilerFabio Alessandrelli
Add network profiler
2019-09-05Add network profilerjfons
2019-09-03Adds skip-breakpoints featureiwek7
2019-09-03Merge pull request #31021 from willnationsdev/script-reflectionRémi Verschelde
Expose Script reflection methods to scripting API.
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-08-01Expose Script reflection methods to scripting API.willnationsdev
2019-07-05Show icons for code completion optionsGeequlim
2019-07-04Parse more informations for code completionGeequlim
2019-06-03Merge pull request #28099 from lupoDharkael/fix-completionRémi Verschelde
Fix code completion not working with class_name
2019-05-03Allow overriding how scripted objects are converted to stringsLeonard Meagher
solves #26796 - ADD `String to_string()` method to Object which can be overriden by `String _to_string()` in scripts - ADD `String to_string(r_valid)` method to ScriptInstance to allow langauges to control how scripted objects are converted to strings - IMPLEMENT to_string for GDScriptInstance, VisualScriptInstance, and NativeScriptInstance - ADD Documentation about `Object.to_string` and `Object._to_string` - Changed `Variant::operator String` to use `obj->to_string()`
2019-04-17Don't allow class_name in built-in scriptslupoDharkael
2019-04-16Fix code completion not working with class_namelupoDharkael
2019-04-02Fix -Wnon-virtual-dtor warnings.marxin
Example of the warning: ./core/script_language.h:198:7: warning: 'class ScriptCodeCompletionCache' has virtual functions and accessible non-virtual destructor [-Wnon-virtual-dtor]
2019-03-20Revert accidental commitsPedro J. Estébanez
This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4. This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
2019-03-20Create live view dock [wip]Pedro J. Estébanez
2019-03-09Allow class_name scripts to have nested inheritanceGeorge Marques
2019-03-05Fix enums coming from other classes without preloadBojidar Marinov
Fix #19704, fix #26001
2019-02-09Use script instance binding for objects constructed from C#Ignacio Etcheverry
Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed. Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems. Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
2019-01-10Merge pull request #24877 from neikeq/issue-24280Rémi Verschelde
Fix properties being lost when reloading placeholder GDScript instance
2019-01-10Fix properties being lost when reloading placeholder GDScript instanceIgnacio Etcheverry
During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing. The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance. I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-27Allow signal connecting even if script is invalid (only when compiled with ↵Juan Linietsky
tools), fixes #17070
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-25Merge pull request #16927 from neikeq/rework-refcount-notifyJuan Linietsky
Notify instance binding data api of refcount increment/decrement
2018-08-23Notify instance binding data api of refcount increment/decrementIgnacio Etcheverry
2018-08-14Add custom icons to script classes.Will Nations
2018-08-14Merge pull request #20583 from neikeq/issue-15371Rémi Verschelde
Fix case where exported properties value is lost
2018-08-10Added system for GDScript warningsGeorge Marques
- 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.
2018-07-29Fix case where exported properties value is lostIgnacio Etcheverry
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.
2018-07-20Add editor highlight for type-safe linesGeorge Marques
The line number is hightlighted to indicate that the line contains only type-safe code.
2018-07-15Global class names (and GDScript support for it)Juan Linietsky
2018-06-30-Fixes to OBJ importer, option to disable optimizationJuan Linietsky
-Fixes to script language, PlaceHolder can now get and check methods
2018-05-29Refactor RPCMode enum and checksFabio Alessandrelli
2018-05-29Revert "RPCMode refactor, more sync modes"Max Hilbrunner
2018-05-26Refactor RPCMode enum and checksFabio Alessandrelli
2018-05-14Merge pull request #18545 from vnen/editor-autoloadJuan Linietsky
Enable autoload in editor
2018-05-07Local debugger fixes and extensionsBlazej Floch
- 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
2018-05-01Enable autoload in editorGeorge Marques
- 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.
2018-04-03Ctrl+Clicking a enum now scrolls down to it in the docs.Felix Yang
2018-03-15Mono: Avoid invalid class names.Andreas Haas
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
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-09Mono: Implement stack info for errors and exceptionsIgnacio Etcheverry
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-17Abstract some method for script systemgeequlim
2017-10-25Removes Script::get_node_type()Jerome67000
used before GDScript, with squirrel apparently
2017-10-24Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialogIgnacio Etcheverry
- 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.
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-03Fixes language overridden external editorsIgnacio Etcheverry