Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-08-23 | Merge pull request #10542 from karroffel/gdscript-match-index | Rémi Verschelde | |
support enums and nested constants in match statement | |||
2017-08-22 | Removed unnecessary returns and break statements | Wilson E. Alvarez | |
2017-08-22 | support enums and nested constants in match statement | Karroffel | |
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. | |||
2017-08-22 | Merge pull request #10340 from Rubonnek/remove-unnecessary-assignments | Rémi Verschelde | |
Removed unnecessary assignments | |||
2017-08-22 | Merge pull request #10225 from Noshyaar/map | Rémi Verschelde | |
GDScript Built-in: add inverse_lerp & range_lerp | |||
2017-08-21 | Removed unnecessary assignments | Wilson E. Alvarez | |
2017-08-20 | Merge pull request #10319 from neikeq/pr-engine-editor-hint | Juan Linietsky | |
Adds Engine::is_editor_hint() method | |||
2017-08-19 | Removes editor_hint from SceneTree | Ignacio Etcheverry | |
2017-08-18 | GDScript Built-in: add inverse_lerp & range_lerp | Poommetee Ketson | |
2017-08-17 | Add closest_power_of_2 func and implement mix_rate/latency on OS X | Marcelo Fernandez | |
2017-08-16 | Merge pull request #10307 from Rubonnek/update-argument-names | Rémi Verschelde | |
Updated function argument names | |||
2017-08-16 | Revive inspector property evaluation | Pedro J. Estébanez | |
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. | |||
2017-08-12 | Updated function argument names | Wilson E. Alvarez | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-08 | push variable later when created, to avoid self-referencing as a valid case, ↵ | Juan Linietsky | |
closes #6111 | |||
2017-08-07 | Implement len() gdscript built-in function for python users, closes #1960 | Juan Linietsky | |
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia | |
2017-07-26 | Fix $a/b being parsed as division | Bojidar Marinov | |
2017-07-25 | Merge pull request #9731 from Xrayez/gdscript-completion | Rémi Verschelde | |
Update GDScript completion names for Pool*Arrays | |||
2017-07-25 | fix a regression (GDScript) from e00630b | Karroffel | |
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. | |||
2017-07-25 | Update GDScript completion names for Pool*Arrays | Andrii Doroshenko (Xrayez) | |
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! | |||
2017-07-25 | Merge pull request #8217 from bojidar-bg/gdscript-fix-keyword-call | Rémi Verschelde | |
Make GDScript allow some keywords as identifiers | |||
2017-07-23 | Make GDScript allow some keywords as identifiers | Bojidar Marinov | |
Fixes #8085 Added some comments around the use of is_token_literal, as discussed. | |||
2017-07-22 | Clang-formatting *.cpp and *.h (some files excluded) | Poommetee Ketson | |
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-07-19 | Add object type hint for docs | Poommetee Ketson | |
2017-07-17 | -Reorganized all properties of project settings (Sorry, Again). | Juan Linietsky | |
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too) | |||
2017-07-11 | Merge pull request #8573 from neikeq/gdfs-completed | Rémi Verschelde | |
Adds "completed" signal to GDFunctionState | |||
2017-06-27 | Better 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. | |||
2017-06-24 | Merge pull request #8783 from bojidar-bg/fix-range-loop-type | Rémi Verschelde | |
Fix for..in range() resulting in floats instead of ints | |||
2017-06-23 | Remove methods from code completion which are already exposed by properties, ↵ | Juan Linietsky | |
makes completion cleaner and more close to the documentation. | |||
2017-06-23 | GdScript: Add signal autocompletion to emit_signal function | Mariano Suligoy | |
2017-06-23 | Adds completed signal to GDFunctionState | Ignacio Etcheverry | |
2017-06-22 | Reimplement for..in range() so that it always results in ints | Bojidar Marinov | |
Fixes #8278, fixup of bfef8de1bc4f7a7b9617a7b181881129033a0b0e | |||
2017-06-13 | Add 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 | |||
2017-05-27 | GDScript: 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") ``` | |||
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
2017-05-18 | Merge pull request #8798 from RandomShaper/gdfs-ext-check | Rémi Verschelde | |
Add extended check option to GDFunctionState::is_valid() | |||
2017-05-17 | Add extended check option to GDFunctionState::is_valid() | Pedro J. Estébanez | |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-05-08 | Fix #8674, and rename a few things for clarity | Bojidar Marinov | |
2017-04-26 | Changed indent type settings | Paulb23 | |
2017-04-25 | Honoring the Indent setting for gdscript | Ramesh Ravone | |
2017-04-24 | fixed a bug where saving a GDScript file crashed the editor | Karroffel | |
I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both | |||
2017-04-24 | Merge pull request #8444 from magyar123/pr-complete-paths | Rémi Verschelde | |
Script editor now automatically completes file paths in GDScript | |||
2017-04-24 | Merge pull request #8420 from magyar123/pr-script-files-as-base | Rémi Verschelde | |
Added the ability to select files as base when creating scripts | |||
2017-04-24 | re-added MultiScript | Karroffel | |
The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object. With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes which could impact performance. I used the code from 0b806ee as the base and made it work with the current master. | |||
2017-04-18 | Added autocomplete for file paths in the script editor | mbalint12 | |
2017-04-18 | Added support for space indentation | Paulb23 | |
2017-04-15 | Added the ability to select files as base when creating scripts | mbalint12 | |