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2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-17Fixed typo in gdscript autocompletion.mbalint12
There was a missing '!' sign, but autocompletion shows parent script members too.
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
2017-02-28Inf and NaN support added to GDScript.Saracen
2017-02-26Merge pull request #7851 from shlomif/fix-some-compilation-warningsRémi Verschelde
Get rid of some compilation warnings.
2017-02-21Fix some compilation warnings.Shlomi Fish
Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
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.
2017-01-14rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky
String.get_basename()
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-08Fix code completion for new getnode syntaxJuan Linietsky
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
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
2017-01-04-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!
2016-09-12Fix build for templatesGeorge Marques
2016-09-12Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky
2016-09-11Added constants from types in code completion, somehow this was never added.Juan Linietsky
Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
2016-09-10Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky
Fix some more warnings
2016-09-05Clean up GDScript templateRăzvan Cosmin Rădulescu
2016-08-19Brand new networked multiplayerJuan Linietsky
2016-08-13Remove some unused variablesJohan Manuel
2016-08-06Added yield() signal smart autocompletion.Juan Linietsky
2016-08-06Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky
support, but VisualScript should be more or less done!
2016-08-05VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky
profiler yet.
2016-07-30Document FuncRef, GDFunctionState, InstancePlaceholder, RID, World2Deska
2016-07-07Removed unused variables (first pass)Rémi Verschelde
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-06-28Properly show the source:line even in inner clases, closes #3766Juan Linietsky
2016-06-18Removed lots of printsDaniel J. Ramirez
2016-06-17reverted to ==, if a line is missing a statement, we'll have to make sure to ↵Juan Linietsky
add it
2016-06-17changed == for >= since some statements may not store a line (if line is empty)Juan Linietsky
this is added to #5204
2016-06-13Fix crash in code completionGeorge Marques
Fix #4641
2016-05-21First version of ProfilerJuan Linietsky
It is now possible to profile GDScript as well as some parts of Godot internals.
2016-02-20-Change link to new documentationJuan Linietsky
-fixed bug in tilemap collision debug
2016-02-11Merge pull request #3658 from Hinsbart/doc_joyeventRémi Verschelde
doc: use correct identifiers for InputEventJoystick{Motion, Button}
2016-02-10doc: use correct identifier for InputEventJoystick{Motion, Button}hondres
2016-02-09-Added missing functions to the doc, fixes #3583Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-28-Added proper code completion for singletonsreduz
2015-11-26Add script auto-completion for function parametersFranklin Sobrinho
2015-08-30detect node and variable assignments in _ready, _init, etc for further code ↵Juan Linietsky
completion
2015-06-27more code completion improvementsJuan Linietsky
-calltip dissapears with more types of keypresses or when pressing ')' -properly looks into autoloaded scripts or nodes with another script for script functions/variables/etc.
2015-06-26improved get_node(), connect(), etc code completion.Juan Linietsky
-properly completes text arguments -includes the "/root" autoloads
2015-06-22Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky
-ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
2015-04-18Merge pull request #1667 from TheHX/fix_multiline_stringsJuan Linietsky
Now the script editor highlight all lines of a multiline string
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-09Now the script editor highlight all lines of a multiline stringFranklin Sobrinho
2015-02-10fix typo in script templateHinsbart