Age | Commit message (Collapse) | Author |
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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DocData and virtual method type hints fixes
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- Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them.
- Makes EditorHelp display built-in vararg methods correctly.
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- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types
- Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string.
- PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void.
- Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
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-Fix getter in code completion being displayed when it shouldn't
-Clean up preview generation for editors and exposed it as editor plugin
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-fixed to code completion
-fix shader crash bug reported by tagcup
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This fixes a crash running the 'goltorus' project.
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These Null checks were removed in #10581 but actually changed the
logic of the functions in this case.
This fixes #10654
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Make cast_to a static member of Object.
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
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Prevents showing some useless parse errors in the console.
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-Disabled GDNative and GDNativeScript so build compiles again
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now.
Also changed PropertyInfo to include informatino about class names.
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support enums and nested constants in match statement
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The initial version of the pattern matcher in GDScript does not
allow matching on nested identifiers, only one identifiers available
in the current scope.
With the introduction of enums to GDScript that's a huge missing
feature. This commit makes the parser accept indexed constants and
variables to properly support enums.
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Removed unnecessary assignments
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GDScript Built-in: add inverse_lerp & range_lerp
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Adds Engine::is_editor_hint() method
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Updated function argument names
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GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work.
Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead.
Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10`
Closes #9500.
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closes #6111
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Update GDScript completion names for Pool*Arrays
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This removes `not` from the variable safe list of
keywords.
Before that this was a valid expression:
self.!(some_arg)
The other fix is just a forgotten boolean negation.
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Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.
Moved "project_settings.h" down one line to comply with the clang-format rules.
Fixes #9638
Closed pull request #9714 because I messed up with commits, sorry!
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Make GDScript allow some keywords as identifiers
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Fixes #8085
Added some comments around the use of is_token_literal, as discussed.
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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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Adds "completed" signal to GDFunctionState
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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.
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Fix for..in range() resulting in floats instead of ints
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makes completion cleaner and more close to the documentation.
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