Age | Commit message (Collapse) | Author |
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Fix misc. source comment typos
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Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
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Fix uninitialized arrays and dictionaries retaining value
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Fix const deceleration for inherited scripts above immediate parent
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Produce an error when a class has the same name as a Singleton
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GDScript: add an optional message parameter to assert()
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Before this patch, assert() only took the condition to assert on:
assert(item_data)
Now, it can optionally take a string that will be printed upon failure:
assert(item_data, item_name + " has no item data in ItemDatabase")
This makes it easier to immediately see what the issue is by being
able to write informative failure messages.
Thanks to @wiped1 for sharing their patch, upon which this is based.
Closes #17082
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immediate parent.
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If you somehow end up with a Singleton.gd that looks like this:
extends Node
class_name Singleton
func foo():
pass
You will get an error when using it in another file:
extends Node2D
func _init():
# Parser Error: Non-static function "foo" can only be called from an instance.
Singleton.foo()
This error is confusing. This patch ensures that an error on the class_name line will be produced:
Parse Error: The class "Singleton" conflicts with the AutoLoad singleton of the same name, and is therefore redundant. Remove the class_name declaration to fix this error.
Fixes #28187.
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triggering completion.
Closes https://github.com/godotengine/godot/issues/25097
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Fixes #28978
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Re-allow indexing on objects and other non-builtin types
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Solves ctrl+click on functions by ignoring the cursor
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Fixes #25081
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The PR did not use the ScriptCodeCompletionOption system introduced
later on, and somehow this did not generate a merge conflict even
though neighboring code was changed.
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Added autoloads as a potential type.
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Add ord() function to return Unicode code point of a string of length one
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Obeyed CLANG format rules
Obeying CLANG format rules attempt 2
Obeying CLANG format rules attempt 3
Clean up
Fixed runaway while loop
Removed int initialization
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Mentioned the possibility to use stepify as a rounding function; +code examples
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GDScript: Disable LSP if either jsonrpc or websocket are disabled
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Remove check for class_name and extends order
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Fix yield check in GDScriptFunction
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Follow-up to #29780.
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Add Language Server Protocol for GDScript
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Closes #31056
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Fixes #31455
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Fix the return type of NativeScript::new in API json
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VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.
This changes the MethodInfo of:
- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
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This uses double quotes everywhere for consistency.
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The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).
There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.
Part of #31244.
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So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
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This action will show help for target symbol in godot editor and bring the godot editor window to foreground
Improved markdown documentation for symbols.
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Expose GDScriptLanguageProtocol singleton and classes for editor plugins (Not visiable in class tree)
Fix minor bug in symbol resolve
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Drop test initialize message sent to client
Remove unused code property for the parser class
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Only level one inner classes would be resolved currently but it sould cover most real world use case
Improve documation parseing for const values
Improve documation format for native symbols
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Improved uri and workspace path translatation on windows platform.
The smart resolvation is much faster than builtin's in the server side.
The smart resolve mode is still disabled as default as the clients might be slow with a planty of completion items.
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The smart resolvaion can guess most symbols but it might be slow so disabled by default users can turn on it in the editor setting
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Implement hover
Implement completion documentation resolve
Implement hover documentation
Implement go to definition
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Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories.
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"modules/gdnative", "modules/gdscript" directories.
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Mark class_name line as safe in editor
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This might be especially usefull since godot script doesn't support ** or ^ as operators, so beginners might search for the exponential function, when what they really need is the pow function.
This is exactly what happened to me and since I couldn't find helpfull information in the documentation I had to look it up online, where I found the answer on a helpfull [reddit thread](https://www.reddit.com/r/godot/comments/3mvwz0/how_do_i_do_exponents_in_godot/).
@akien-mga told me how to reference methods here:
godotengine#30909
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