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path: root/modules/gdscript/gdscript_tokenizer.h
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2021-10-28Improve GDScript indentation error messageMax Hilbrunner
2021-04-28GDScript: Add lambda syntax parsingGeorge Marques
Lambda syntax is the same as a the function syntax (using the same `func` keyword) except that the name is optional and it can be embedded anywhere an expression is expected. E.g.: func _ready(): var my_lambda = func(x): print(x) my_lambda.call("hello")
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-11-29Documentation generation for GDScriptThakee Nathees
- ClassDoc added to GDScript and property reflection data were extracted from parse tree - GDScript comments are collected from tokenizer for documentation and applied to the ClassDoc by the GDScript compiler - private docs were excluded (name with underscore prefix and doesn't have any doc comments) - default values (of non exported vars), arguments are extraced from the parser - Integrated with GDScript 2.0 and new enums were added. - merge conflicts fixed
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-08-19GDScript: Allow keywords to be used in $ notationGeorge Marques
2020-08-17GDScript: Allow "match" to be used as an identifierGeorge Marques
This is needed to call the String.match() function.
2020-07-22Wrap up GDScript 2.0 base implementationGeorge Marques
2020-07-20Reintroduce code completionGeorge Marques
2020-07-20New GDScript tokenizer and parserGeorge Marques
Sometimes to fix something you have to break it first. This get GDScript mostly working with the new tokenizer and parser but a lot of things isn't working yet. It compiles and it's usable, and that should be enough for now. Don't worry: other huge commits will come after this.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-04-14Implement decalsJuan Linietsky
Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-13Remove deprecated sync and slave networking keywordsRémi Verschelde
Those keywords were deprecated for 3.1 in #22087. Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-10-25Allow mixed tabs and spaces when indentation does not depend on tab sizeBojidar Marinov
(hopefully) Closes #30937, fixes #32612
2019-07-26Disallow using of both tabs and spaces for indentation in the same fileBojidar Marinov
Closes #7898
2019-02-21Fix warnings seen with -Wignored-qualifiers.marxin
2019-02-20GDScript: Remove unused `switch`, `case` and `do` CF keywordsRémi Verschelde
They had been reserved for future implementation, but we now have the `match` CF keyword which does the same and more. According to @reduz `do` was even added by mistake when copying from the shader language parser, it was never intended to add support for `do`... `while` loops, as the syntax would be awkward in GDScript, and the added sugar is not worth it. Fixes #25787.
2019-02-12Core: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
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.
2018-09-12Make 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.
2018-08-21GDScript: Fix undefined behavior on GDScriptTokenizerBufferGeorge Marques
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.
2018-07-20Add 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
2018-05-29Revert "RPCMode refactor, more sync modes"Max Hilbrunner
2018-05-26New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli
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!
2017-11-16GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde