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path: root/modules/gdscript/gd_tokenizer.cpp
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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") ```
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-01Add '$' to token namesSaggi Mizrahi
It was missing from this array and would cause godot to crash or report bad errors. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
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
2017-02-16Correct hash behavior for floating point numbersHein-Pieter van Braam
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
2017-01-20made _ a special token in GDScriptkarroffel
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.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-11pattern matching: implemented parserKarroffel
2017-01-08Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky
2017-01-08Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky
2017-01-08-Fix bugs related to PoolVector crashesJuan Linietsky
-Added ability to request nodes using $Name in GDScript :)
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!
2016-10-13Adapt overlooked instances of zero-based column numbersPedro J. Estébanez
2016-10-10Make text column numbers one-basedPedro J. Estébanez
Make one-based the column number on the code editor Make one-based the column number for GDScript error messages Make one-based the column number for shader code error messages
2016-09-10Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky
Fix some more warnings
2016-08-27Adds enums to GDScriptBojidar Marinov
Fixes #2966
2016-08-19Brand new networked multiplayerJuan Linietsky
2016-08-13Fix some comparisons between signed and unsigned integersJohan Manuel
2016-07-07Removed unused variables (first pass)Rémi Verschelde
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-06-18correctly parse floats in scientific notationDennis Brakhane
GDScript incorrectly parsed float values in scientific notation when no decimal point was given. "1e-5" was parsed as "15". Fix this by not requiring a decimal point when we found an exponent for the number to be considered a float. Fixes #5267
2016-06-11gdscript tokenizer will dislike use of case, closes #4991Juan Linietsky
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-13Removed GDScript "function" keywordFranklin Sobrinho
2016-01-07Added missing onready token nameIgnacio Etcheverry
2016-01-02Added var2bytes and bytes2var to convet any variable to bytes and back. ↵Juan Linietsky
Closes #2075
2016-01-02PI is now a built-in constant, fixes #2134Juan Linietsky
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
2015-12-31small fixes to color8Juan Linietsky
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.
2015-11-23Remove unexpected GDScript built-in type aliaseseska
2015-08-07Add missing token name for signal. closes #2201neikeq
2015-08-04more debugger fixesJuan Linietsky
-setting/clearing breakpoints during run-time now works -multi-line strings resulted in wrong line numbers in bytecode, fixed
2015-06-27more code completion improvementsJuan Linietsky
-calltip dissapears with more types of keypresses or when pressing ')' -properly looks into autoloaded scripts or nodes with another script for script functions/variables/etc.
2015-06-26improved get_node(), connect(), etc code completion.Juan Linietsky
-properly completes text arguments -includes the "/root" autoloads
2015-06-24added ability to define signals in scriptJuan Linietsky
closes #2175
2015-05-09-Added prints() function, fixes #1132, #1859Juan Linietsky
-Tabs work inside built-in log window, fixes #1867
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-02-19restored @ for nodepaths/stringnamesJuan 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
2014-11-02Bug 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
2014-10-26Fix issue #821: GDScript now accepts single quoted as well as double quoted ↵Guy Rabiller
strings.
2014-09-19- more fixes on #672 on windowsJuan Linietsky
- added #660, but need help on osx, help please I don't have a mac! - fixed #667 and #668 (eol detection in comments) - added #670 (hint when using method without () )