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path: root/modules/gdscript/gd_compiler.cpp
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2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-13Skip asserts on non-debug builds at compiler levelPedro J. Estébanez
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-14Merge pull request #6845 from karroffel/masterJuan Linietsky
Adds pattern matching to GDScript
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
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.
2017-01-12Implicit inheritance now defaults to Resource, will error for node scripts ↵Juan Linietsky
if extends not used.
2017-01-11pattern matcher: Implemented backendKarroffel
changed comments
2017-01-11pattern matcher: Implemented transformationsKarroffel
2017-01-04-GDScript support for accessing properties directlyJuan Linietsky
-Added code lookup and code completion support for properties too
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
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()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-09-20Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in ↵yg2f
Release mode When godot is in release mode, GDscript compiler does not generate bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore. This optimizes GDscript execution speed when the script contains a lot of comments in blocs executed in loops. Fixes #6487
2016-09-12Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky
2016-08-25Ternary operator in GDScript (a if x else b)Bojidar Marinov
Fixes #1961
2016-08-19Brand new networked multiplayerJuan Linietsky
2016-07-17Forgot to clear signals on recompile, closes #5729Juan Linietsky
2016-07-07Removed unused variables (first pass)Rémi Verschelde
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-01Merge pull request #5407 from RandomShaper/opt-self-indexingJuan Linietsky
Optimize member access with self
2016-06-28Fix extends issue, closes #4026Juan Linietsky
2016-06-25Optimize member access with selfPedro J. Estébanez
Let the compiler take the fast path when a member is superfluously accessed with `self.`.
2016-06-11-All variables from script are visible through get_property_list(), not just ↵Juan Linietsky
those with export() -Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script -closes #5146
2016-06-06Revert "Fix implicit GDScript Reference inheritance"punto-
2016-06-05Fix implicit GDScript Reference inheritanceeska
2016-06-01missed ifdef that broke android buildJuan Linietsky
2016-06-01Ability to reload scripts on running gameJuan Linietsky
2016-05-21First version of ProfilerJuan Linietsky
It is now possible to profile GDScript as well as some parts of Godot internals.
2016-04-09Subclasses can now extend from other subclasses contained in scripts derived ↵Saracen
from relative paths.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-29-wip on addon editorJuan Linietsky
-fixes instantiable subclasses not working, as reported in #3871
2016-01-03Fixed bug with default arguments in gdscript, closes #2024Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-30added missing null checkZher Huei Lee
for p_func inside _parse_function
2015-12-29-add breakpoint statement to ease with debugging, closes #3165reduz
2015-12-28- added 'onready' keyword to gdscript. Defers initialization of member ↵reduz
variables until _ready() is run.
2015-06-24added ability to define signals in scriptJuan Linietsky
closes #2175
2015-04-18-Throw error if setter and getter reference their member variable with self. ↵Juan Linietsky
, fixes #1685
2015-04-18-try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky
fixes #1703
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-01-06-Resolved bug that made yield() not work in some situations, fixes #884Juan Linietsky
2015-01-03-added a check for setget while running the game , closes #1009Juan Linietsky
-fixed issues in tilemap editor (swap arrows not showing/hiding properly)
2014-12-16New Code CompletionJuan Linietsky
-=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
2014-11-02Bug FixesJuan Linietsky
-=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-09-22-variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky
properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
2014-09-153D Physics Rework, Other StuffJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-08-14Little BitsJuan Linietsky
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
2014-06-16More 3D WorkJuan Linietsky
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
2014-05-24-Fixed bug in "extends"Juan Linietsky
2014-05-24Making Godot Easier to Use..Juan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.