Age | Commit message (Collapse) | Author |
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Solves ctrl+click on functions by ignoring the cursor
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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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Disallow using of both tabs and spaces for indentation in the same file
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Closes #7898
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Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
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Added lerp_angle built-in function
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Changed some code reported by LGTM and Coverity
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Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
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"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.
I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
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Remove useless casts to String
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Also, refactor GDScriptFunctionState::_signal_callback, removing some excessive repetition.
Fixes #30269.
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Show static functions inside classes in method list
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