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2017-08-23Merge pull request #10542 from karroffel/gdscript-match-indexRémi Verschelde
support enums and nested constants in match statement
2017-08-22Removed unnecessary returns and break statementsWilson E. Alvarez
2017-08-22support enums and nested constants in match statementKarroffel
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.
2017-08-22Merge pull request #10340 from Rubonnek/remove-unnecessary-assignmentsRémi Verschelde
Removed unnecessary assignments
2017-08-22Merge pull request #10225 from Noshyaar/mapRémi Verschelde
GDScript Built-in: add inverse_lerp & range_lerp
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-20Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky
Adds Engine::is_editor_hint() method
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-08-18GDScript Built-in: add inverse_lerp & range_lerpPoommetee Ketson
2017-08-17Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez
2017-08-16Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde
Updated function argument names
2017-08-16Revive inspector property evaluationPedro 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.
2017-08-12Updated function argument namesWilson E. Alvarez
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-08push variable later when created, to avoid self-referencing as a valid case, ↵Juan Linietsky
closes #6111
2017-08-07Implement len() gdscript built-in function for python users, closes #1960Juan Linietsky
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-26Fix $a/b being parsed as divisionBojidar Marinov
2017-07-25Merge pull request #9731 from Xrayez/gdscript-completionRémi Verschelde
Update GDScript completion names for Pool*Arrays
2017-07-25fix a regression (GDScript) from e00630bKarroffel
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.
2017-07-25Update GDScript completion names for Pool*ArraysAndrii 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!
2017-07-25Merge pull request #8217 from bojidar-bg/gdscript-fix-keyword-callRémi Verschelde
Make GDScript allow some keywords as identifiers
2017-07-23Make GDScript allow some keywords as identifiersBojidar Marinov
Fixes #8085 Added some comments around the use of is_token_literal, as discussed.
2017-07-22Clang-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 :)
2017-07-19Add object type hint for docsPoommetee 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)
2017-07-11Merge pull request #8573 from neikeq/gdfs-completedRémi Verschelde
Adds "completed" signal to GDFunctionState
2017-06-27Better 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.
2017-06-24Merge pull request #8783 from bojidar-bg/fix-range-loop-typeRémi Verschelde
Fix for..in range() resulting in floats instead of ints
2017-06-23Remove methods from code completion which are already exposed by properties, ↵Juan Linietsky
makes completion cleaner and more close to the documentation.
2017-06-23GdScript: Add signal autocompletion to emit_signal functionMariano Suligoy
2017-06-23Adds completed signal to GDFunctionStateIgnacio Etcheverry
2017-06-22Reimplement for..in range() so that it always results in intsBojidar Marinov
Fixes #8278, fixup of bfef8de1bc4f7a7b9617a7b181881129033a0b0e
2017-06-13Add 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
2017-05-27GDScript: 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..
2017-05-18Merge pull request #8798 from RandomShaper/gdfs-ext-checkRémi Verschelde
Add extended check option to GDFunctionState::is_valid()
2017-05-17Add extended check option to GDFunctionState::is_valid()Pedro J. Estébanez
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-08Fix #8674, and rename a few things for clarityBojidar Marinov
2017-04-26Changed indent type settingsPaulb23
2017-04-25Honoring the Indent setting for gdscriptRamesh Ravone
2017-04-24fixed a bug where saving a GDScript file crashed the editorKarroffel
I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
2017-04-24Merge pull request #8444 from magyar123/pr-complete-pathsRémi Verschelde
Script editor now automatically completes file paths in GDScript
2017-04-24Merge pull request #8420 from magyar123/pr-script-files-as-baseRémi Verschelde
Added the ability to select files as base when creating scripts
2017-04-24re-added MultiScriptKarroffel
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.
2017-04-18Added autocomplete for file paths in the script editormbalint12
2017-04-18Added support for space indentationPaulb23
2017-04-15Added the ability to select files as base when creating scriptsmbalint12