summaryrefslogtreecommitdiff
path: root/modules/gdscript/gd_editor.cpp
AgeCommit message (Collapse)Author
2017-09-29Properly allow completion on variable initializer arguments, closes #9359Juan Linietsky
2017-09-17Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam
In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291
2017-09-08Fix various assorted warningsHein-Pieter van Braam
Fix various warnings that don't have enough instances to merit individual commits. Also fixes a potential bug in audio_server.cpp.
2017-08-29Merge pull request #10745 from neikeq/fix-docdata-and-stuffJuan Linietsky
DocData and virtual method type hints fixes
2017-08-29Makes built-in vararg methods actual vararg methodsIgnacio Etcheverry
- Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them. - Makes EditorHelp display built-in vararg methods correctly.
2017-08-29DocData and type hints fixesIgnacio Etcheverry
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-28-Some fixes to code completion.Juan Linietsky
-Fix getter in code completion being displayed when it shouldn't -Clean up preview generation for editors and exposed it as editor plugin
2017-08-27-Moved script run to editor, removed from projectJuan Linietsky
-fixed to code completion -fix shader crash bug reported by tagcup
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Add two missing Null checksHein-Pieter van Braam
These Null checks were removed in #10581 but actually changed the logic of the functions in this case. This fixes #10654
2017-08-25Merge pull request #10581 from hpvb/fix-gcc6+Rémi Verschelde
Make cast_to a static member of Object.
2017-08-25Implemented, The Amazing Zylann Hack (tm), fixes #10603Juan Linietsky
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24Fix mismatched signatures for GDScriptLanguage::complete_codeRémi Verschelde
2017-08-24-Code completion for enumerationsJuan Linietsky
-Disabled GDNative and GDNativeScript so build compiles again
2017-08-23Changed MethodBind API to request information from methods. It's much claner ↵Juan Linietsky
now. Also changed PropertyInfo to include informatino about class names.
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-25Update GDScript completion names for Pool*ArraysAndrii Doroshenko (Xrayez)
Notice: GDScript tokenizer used the old PoolFloatArray name. Renamed PoolFloatArray to PoolRealArray. Moved "project_settings.h" down one line to comply with the clang-format rules. Fixes #9638 Closed pull request #9714 because I messed up with commits, sorry!
2017-07-22Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-23Remove methods from code completion which are already exposed by properties, ↵Juan Linietsky
makes completion cleaner and more close to the documentation.
2017-06-23GdScript: Add signal autocompletion to emit_signal functionMariano Suligoy
2017-06-13Add ability to use custom script templates.Andreas Haas
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
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-08Fix #8674, and rename a few things for clarityBojidar Marinov
2017-04-26Changed indent type settingsPaulb23
2017-04-25Honoring the Indent setting for gdscriptRamesh Ravone
2017-04-24Merge pull request #8444 from magyar123/pr-complete-pathsRémi Verschelde
Script editor now automatically completes file paths in GDScript
2017-04-18Added autocomplete for file paths in the script editormbalint12
2017-04-18Added support for space indentationPaulb23
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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()