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path: root/modules/gdscript/gd_script.cpp
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2017-08-16Revive inspector property evaluationPedro J. Estébanez
GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work. Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead. Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10` Closes #9500.
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
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 :)
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
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
2017-05-27GDScript: Use "is" keyword for type checking.Andreas Haas
Replaces the `extends` keyword with `is` in the context of testing for type compatibility. `extends` is still used for declaring class inheritance. Example: ```gdscript extends Node2D func _input(ev): if ev is InputEventKey: print("yay, key event") ```
2017-04-24fixed a bug where saving a GDScript file crashed the editorKarroffel
I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
2017-04-24re-added MultiScriptKarroffel
The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object. With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes which could impact performance. I used the code from 0b806ee as the base and made it work with the current master.
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
2017-03-05A 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
2017-02-21-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..
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
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.
2017-01-14rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky
String.get_basename()
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
2017-01-10uses the global thread to protect the instacnes map in GDScript, closes #4615Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
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
2017-01-02ObjectTypeDB 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!
2016-09-07Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky
documentation more clearly and also make it easier to bind to C#
2016-08-25More visual script workJuan Linietsky
-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
2016-08-23Proper function/property selection in visual script editing for property.Juan Linietsky
This one has an ordered list, built-in description, search, etc.
2016-08-19Brand new networked multiplayerJuan Linietsky
2016-08-08Merge pull request #6055 from eska014/native-bind-rettypeRémi Verschelde
Allow documenting unexposed return types in bind_native_method
2016-08-08Added a simpler way to do sub-functions in both visual and gdscript with the ↵Juan Linietsky
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.
2016-08-06Allow documenting unexposed return types in bind_native_methodeska
Document return type of `Object.call` and `GDScript.new`
2016-08-02WIP visual scripting, not working yet but you can check out stuffJuan Linietsky
2016-07-20Fixed reloading of tool scripts within editor, they should work much better ↵Juan Linietsky
now, closes #3194
2016-06-28Fix bug in inner class reference, closes #1411Juan Linietsky
2016-06-28Fix extends issue, closes #4026Juan Linietsky
2016-06-24Add "bool" to GDScript reserverd keywordsAndreas Haas
Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
2016-06-13Changed reload logic to auto-hard-reload scripts on save. It's simpler to ↵Juan Linietsky
use and also fixes #4756
2016-06-08-Ability to reload (and soft reload) tool scripts. Please test!Juan Linietsky
2016-06-06Revert "Fix implicit GDScript Reference inheritance"punto-
2016-06-05Fix implicit GDScript Reference inheritanceeska
2016-06-01Ability to reload scripts on running gameJuan Linietsky
2016-05-31Some cleanup to GDScriptJuan Linietsky
separated GDFunction (VM) from GDScript in two different files
2016-05-23Fix #4748: proper call to base class functionIgnacio Armenteros
2016-05-21First version of ProfilerJuan Linietsky
It is now possible to profile GDScript as well as some parts of Godot internals.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-27Completed the support for plugins! It is not possible to add plugins.Juan Linietsky
Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
2016-02-04Merge pull request #3587 from akien-mga/pr-reserved-keyordsRémi Verschelde
Fix missing comma
2016-02-04Fix missing commaRémi Verschelde