Age | Commit message (Collapse) | Author |
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-Added system for feature overrides, it's pretty cool :)
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(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
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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
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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")
```
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I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
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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.
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From https://github.com/lucasdemarchi/codespell
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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
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modified files)
-.pck and .zip exporting redone, seems to be working..
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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Adds pattern matching to GDScript
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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.
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String.get_basename()
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if extends not used.
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changed comments
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renamed to PoolVector
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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
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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()
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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!
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documentation more clearly and also make it easier to bind to C#
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-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
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This one has an ordered list, built-in description, search, etc.
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Allow documenting unexposed return types in bind_native_method
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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.
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Document return type of `Object.call` and `GDScript.new`
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now, closes #3194
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Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
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use and also fixes #4756
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separated GDFunction (VM) from GDScript in two different files
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It is now possible to profile GDScript as well as some parts of Godot
internals.
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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!
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Fix missing comma
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Add preload and PI to GDScript reserved keywords
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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.
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