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2022-10-16Clarified reason why a resource cannot be loaded.João Martins
2022-10-14Add STATIC_CALLED_ON_INSTANCE warning to highlightclayjohn
when static functions are called directly from objects
2022-10-14Merge pull request #67361 from clayjohn/GDScript-unused-return-warningRémi Verschelde
Implement RETURN_VALUE_DISCARDED warning in GDscript
2022-10-13Implement RETURN_VALUE_DISCARDED warning in GDscriptclayjohn
2022-10-11GDScript: fix highlighting '.' after global class nameRune
2022-10-07Fix more MSVC C4702 (unreachable code) warningsRémi Verschelde
2022-10-07Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg
change warnings=all to use /W4.
2022-10-06Fix outdated keywords autocompletionVolTer
2022-10-05Merge pull request #66839 from aaronfranke/editor-prop-hide-sliderRémi Verschelde
Fix `hide_slider` vs `no_slider` inconsistency in editor property code
2022-10-05Merge pull request #66873 from akien-mga/script-tweak-error-invalid-script-typeRémi Verschelde
GDScript/C#: Tweak error message for invalid script type for object
2022-10-05Merge pull request #66885 from atirut-w/lsp-doc-fixRémi Verschelde
LSP: Fix GDScript doc comments
2022-10-05LSP: Fix GDScript doc commentsAtirut Wattanamongkol
2022-10-04Improve dictionary printing to avoid confusion with arraysHugo Locurcio
- Add leading and trailing spaces within dictionaries, as the `{}` characters are hard to distinguish from `[]` on some fonts. This is especially helpful with empty arrays and dictionaries.
2022-10-04GDScript/C#: Tweak error message for invalid script type for objectRémi Verschelde
See #66870.
2022-10-04Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated ↵Rindbee
documents before saving Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving, then update the document in `GDScriptTextDocument::didSave`.
2022-10-03Fix hide_slider vs no_slider inconsistency in editor property codeAaron Franke
2022-10-03Merge pull request #66759 from Chaosus/gds_fix_param_completionYuri Rubinsky
2022-10-03Merge pull request #66709 from MewPurPur/fix-unary-operators-being-STILL-brokenRémi Verschelde
Fix more highlighting bugs
2022-10-02Fix more highlighting bugsVolTer
2022-10-02Fix completion of parameters in function call (2)Yuri Rubinsky
2022-09-30Merge pull request #64717 from Chaosus/gds_fix_param_completionYuri Rubinsky
2022-09-30Fix completion of parameters in function callYuri Rubinsky
2022-09-30Fix typos with codespellRémi Verschelde
Using codespell 2.3-dev from current git. And fix typo in `methods.py` for `vsproj=yes` option (still won't work though).
2022-09-30Merge pull request #66242 from akien-mga/scons-unify-tools-targetRémi Verschelde
2022-09-28Document `print_stack()` and `get_stack()` requiring a debugger connectionHugo Locurcio
2022-09-27Merge pull request #65074 from MewPurPur/booleans-highlighting-fixRémi Verschelde
Fix highlighting after value keywords
2022-09-26SCons: Unify tools/target build type configurationRémi Verschelde
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
2022-09-26Merge pull request #66366 from asmaloney/script-fix-redundant-ifRémi Verschelde
_parse_function()
2022-09-25Fix out of sync when the script is edited externally via lspRindbee
Previously, external editing via lsp would modify the modified time of the script, which caused the internal display of the script to not be refreshed when refocusing the engine. Now saving the script externally via lsp will automatically refresh the internal display.
2022-09-25Merge pull request #63224 from Rindbee/update-GDScript-cacheRémi Verschelde
Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORE
2022-09-24Remove redundant "if" condition in GDScriptCompiler::_parse_function()Andy Maloney
Looking at the original PR, I believe this is the original intent, but it now means that previously dead code is now executed.
2022-09-24Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORERindbee
2022-09-23Prevent null crash when datatype not resolvedFrancois Belair
2022-09-18Merge pull request #62411 from willnationsdev/gdres-gdscriptRémi Verschelde
Add GDScript resource export.
2022-09-17Add GDScript resource export.willnationsdev
2022-09-17Spelling correction: change "no" to "not"I Woithe
2022-09-15Fix GDScript `preload` fails in standalone build unless files are present in ↵Abdelhafidh Belalia
directory Fixes #56343.
2022-09-13Merge pull request #65643 from voylin/fix_recurring_check_in_gdscript_cache.cppRémi Verschelde
2022-09-13Merge pull request #65637 from Jummit/assert-exampleRémi Verschelde
2022-09-12Fix last_modified_time on scriptsYuri Rubinsky
2022-09-11Fix for recurring check in gdscript_cach.cppVoylin
2022-09-11Remove outdated assert exampleJummit
2022-09-06Rename CONNECT_ONESHOT TO CONNECT_ONE_SHOTMicky
For consistency. Every other exposed `one_shot` is spaced out like this.
2022-09-02Merge pull request #65264 from MewPurPur/all-hail-icon-annotationRémi Verschelde
2022-09-02Remove old syntax for custom class iconVolTer
2022-09-02Rename `or_lesser` range property hint to `or_less`Hugo Locurcio
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change.
2022-09-01Merge pull request #65135 from reduz/export-customization-pluginsRémi Verschelde
2022-09-01Add support for scene/resource customization in export pluginsJuan Linietsky
EditorExportPlugin adds a set of callbacks to allow customizing scenes, resources or subresources in all files exported: * Can take scene files, resource files and subresources in all of them. * Uses a cache for the converted files if nothing changes, so this work only happens if a file is modified. * Uses hashing to differentiate export configuration caches. * Removed the previous conversion code to binary, as this one uses existing stuff. This API is useful in several scenarios: * Needed by the "server" export platform to get rid of textures, meshes, audio, etc. * Needed by text to binary converters. * Needed by eventual optimizations such as shader precompiling on export, mesh merging and optimization, etc. This is a draft, feedback is very welcome.
2022-09-01Merge pull request #65163 from MewPurPur/reuse-function-logic-for-global-funcsRémi Verschelde
Fix a case in global function highlighting
2022-09-01Merge pull request #64444 from timothyqiu/action-completionRémi Verschelde
Fix action name completion for `Input`