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path: root/modules/gdscript/gd_script.h
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2017-10-25Removes Script::get_node_type()Jerome67000
used before GDScript, with squirrel apparently
2017-10-24Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialogIgnacio Etcheverry
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
2017-09-03Fixes language overridden external editorsIgnacio Etcheverry
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24-Code completion for enumerationsJuan Linietsky
-Disabled GDNative and GDNativeScript so build compiles again
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-06-27Better user expirence with external text editors.geequlim
Implements open_in_external_editor for subclasses of ScriptLanguage. Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor.
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
2017-04-24Merge pull request #8420 from magyar123/pr-script-files-as-baseRémi Verschelde
Added the ability to select files as base when creating scripts
2017-04-18Added support for space indentationPaulb23
2017-04-15Added the ability to select files as base when creating scriptsmbalint12
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2017-01-14Style: 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.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10uses the global thread to protect the instacnes map in GDScript, closes #4615Juan Linietsky
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!
2016-09-12Fix build for templatesGeorge Marques
2016-09-12Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky
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
2016-08-08Added 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.
2016-08-05VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky
profiler yet.
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
2016-06-29Warn instad of crashing when class instance is gone after yield. Closes ↵Juan Linietsky
#5247 , probably closes other yield related crashes
2016-06-08-Ability to reload (and soft reload) tool scripts. Please test!Juan Linietsky
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
2016-05-21First 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
2016-01-13Reworked how autoloads are load to make sure identifiers always exist, ↵Juan Linietsky
please check if this resolves bug #3156
2016-01-02-Ability to roll-back script-exported properties to their default value on ↵Juan Linietsky
the script, closes #2128
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-29-add breakpoint statement to ease with debugging, closes #3165reduz
2015-12-28Ability to set autoloads as singleton global variablesreduz
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
2015-08-04error debuggerJuan Linietsky
shows the list of errors that happened during running the game, traces can be analyzed
2015-06-30-some changes by okamJuan Linietsky
2015-06-24added ability to define signals in scriptJuan Linietsky
closes #2175
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-12-16New Code CompletionJuan Linietsky
-=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
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!
2014-10-27-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
2014-10-12Little BitsJuan Linietsky
-=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
2014-09-22-variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky
properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel