Age | Commit message (Collapse) | Author |
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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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Fixes #8278, fixup of bfef8de1bc4f7a7b9617a7b181881129033a0b0e
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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
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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")
```
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this might cause bugs I haven't found yet..
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Add extended check option to GDFunctionState::is_valid()
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I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
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Script editor now automatically completes file paths in GDScript
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Added the ability to select files as base when creating scripts
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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.
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Should close #8315
Please test, I'm still unsure I did it correctly...
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It was missing from this array and would cause godot to crash or report
bad errors.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
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Make inline blocks in GDScript more (or less) pythonic
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From https://github.com/lucasdemarchi/codespell
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Fixes #8001
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Fix random crashes when using yield()
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There was a missing '!' sign, but autocompletion shows parent script members too.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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Bunch of missing `else` statements and general logic
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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
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Get rid of some compilation warnings.
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