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path: root/modules/gdscript/gd_script.cpp
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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
2015-05-17properly save external resources, fixes #1924Juan Linietsky
added API to get scancode names to OS
2015-05-16-bit slower execution in debug, but proper error reporting for get index and ↵Juan Linietsky
operators, fixes #1911
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-03-31(Fix) script will not be able to extend itselfmostafahassan
2015-03-22Merge pull request #1396 from Spooner/fix_sprintf_errorsJuan Linietsky
Fix sprintf errors
2015-03-02support for 2D shadow castersJuan Linietsky
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
2015-02-19Added info about operator after bespoke error message.Bil Bas (Spooner)
2015-02-19Correctly halt on error in sprintf parsing (fixes #1393)Bil Bas (Spooner)
2015-01-06-Resolved bug that made yield() not work in some situations, fixes #884Juan Linietsky
2014-12-20FixesJuan Linietsky
-=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
2014-12-18Fix crash when gd-script _init failsanikoyes
2014-12-07more bugfixesJuan Linietsky
2014-12-07Batch of BugfixesJuan Linietsky
-=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
2014-11-19missing navmesh demo and small fixesJuan Linietsky
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