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path: root/modules/gdscript/gdscript.cpp
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2018-09-15Add GDScript slave keyword deprecation warning.Fabio Alessandrelli
2018-09-15Rename slave keyword to puppetFabio Alessandrelli
The slave keyword will still be available as deprecated in 3.1 but will be dropped from future releases.
2018-09-13Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde
Misc. typos
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-09-10Fix crash when extending non-existing GDScript fileRémi Verschelde
Fixes #21682 with a partial revert of #21411. The ~Ref() destructor (from 'scriptres') already takes care of freeing the 'script' resource.
2018-08-26Fixes several resource leaks in ...Crazy-P
- gdscript - gdscript_compiler - regex - android/export - gles3/rasterizer (scene and storage)
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-21GDScript: Show warning messages only on debuggerGeorge Marques
Don't show on console/output anymore.
2018-08-15Fix error spam from loading script class iconsWill Nations
2018-08-14Add custom icons to script classes.Will Nations
2018-08-14Merge pull request #20583 from neikeq/issue-15371Rémi Verschelde
Fix case where exported properties value is lost
2018-08-10Added system for GDScript warningsGeorge Marques
- Count and panel per script. - Ability to disable warnings per script using special comments. - Ability to disable warnings globally using Project Settings. - Option to treat enabled warnings as errors.
2018-07-29Fix case where exported properties value is lostIgnacio Etcheverry
Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation - Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly. - Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false. - Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty. - PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not. - Fixed a few problems during reloading of C# scripts.
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-20Use type information to enable GDScript introspectionGeorge Marques
This makes the Script API provide accurate information when requesting property or method info.
2018-07-20Add typed instructions to GDScriptGeorge Marques
- Typed assignment (built-in, native, and script). - Cast (built-in conversion; native and script checks). - Check type of functions arguments on call. - Check type of members on set.
2018-07-20Move inheritance resolution to the parserGeorge Marques
2018-07-20Add typing syntaxGeorge Marques
2018-07-15Global class names (and GDScript support for it)Juan Linietsky
2018-05-29New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli
2018-05-29Refactor RPCMode enum and checksFabio Alessandrelli
2018-05-29Revert "RPCMode refactor, more sync modes"Max Hilbrunner
2018-05-26New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli
2018-05-26Refactor RPCMode enum and checksFabio Alessandrelli
2018-05-01Enable autoload in editorGeorge Marques
- Tool scripts will be executed and can be accessed by plugins. - Other script languages can implement add/remove_named_global_constant to make use of this functionality.
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-17Abstract some method for script systemgeequlim
2017-11-16GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde