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path: root/modules/gdscript/gd_script.cpp
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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
2016-02-04Merge pull request #3582 from akien-mga/pr-reserved-keyordsGeorge Marques
Add preload and PI to GDScript reserved keywords
2016-02-04Add preload and PI to GDScript reserved keywordsRémi Verschelde
I've noticed that gd_tokenizer also has keywords for `switch' and `do', but they seem not to be supported actually (only used in commented code for the shader language), so I don't add them.
2016-02-04Reorder reserved words by categoriesRémi Verschelde
They were previously kind of sorted with a mix between alphabetical and logical ordering, which made it hard to spot duplicates or missing words.
2016-01-31-Added method flags to global constants for scriptJuan Linietsky
-Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
2016-01-23-remove unnecesary error report, fixes #3361Juan Linietsky
2016-01-10-Make Akien happy, fixes #3068Juan Linietsky
(seems I wrote all the code, then forgot to use the enum...)
2016-01-03Fixed bug with default arguments in gdscript, closes #2024Juan Linietsky
2016-01-02-Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky
the script, closes #2128
2016-01-02-properly handle newline in \ (line continuation) in gdscript, fixes #2112Juan Linietsky
-also fix a small crash in export detection with scripts that include themselves
2016-01-01Update copyright to 2016 in headersGeorge Marques
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.
2015-12-28Ability to set autoloads as singleton global variablesreduz
2015-12-14replaced :var by :Variant in documentation, fixes #2897Juan Linietsky
2015-12-05-Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky
unresolved -Added a tool to clean up unresolved tracks and unused keys
2015-11-29Break into GDScript debugger when new() failsadmix
2015-08-23**WARNING BEFORE PULLING**Juan Linietsky
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools. If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :) Summary of Changes -New Filesystem dock, with filesystem & tree view modes. -New refactoring tools, to change or fix dependencies. -Quick search dialog, to quickly search any file
2015-06-30-some changes by okamJuan Linietsky
2015-06-29Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-24added ability to define signals in scriptJuan Linietsky
closes #2175
2015-06-13Fixed variables being set before calling the setter methodJaguar
2015-05-18-Rename unexisting by nonexistant, closes #1940Juan Linietsky
-Added function to retrieve list of actions fron InputMap