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2017-12-14GDScript files are converted to binary on export now.Juan Linietsky
2017-12-13Scons: Build modules in seperate env.Andreas Haas
2017-12-11Properly support nested ternary expressionsBojidar Marinov
Fixes 14324.
2017-12-10Style: Re-apply clang-format over recent invalid additionsRémi Verschelde
2017-12-09Make GDScript parser raise error when exporting ObjectGeorge Marques
2017-12-07Fixed is_playing funtion (was reporting wrong), closes #13928Juan Linietsky
Made error reporting to opcode_set in gdscript a bit clearer
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-07Style: Apply clang-format again on all filesRémi Verschelde
Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-24doc: Update header version for 3.0-betaRémi Verschelde
2017-11-20Add cartesian to polar conversion functionspablotato
2017-11-20Allow to extends constant variablesanikoyes
2017-11-20Merge pull request #11940 from GodotExplorer/debuggerRémi Verschelde
Enhanced debugger for godot 3.0
2017-11-20Merge pull request #12952 from bojidar-bg/12392-export-enumsRémi Verschelde
Allow exporting enums from GDScript
2017-11-17Merge pull request #12930 from vnen/gdscrit-output-printJuan Linietsky
Make tool scripts print on the editor Output panel
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-11-17Allow exporting enums from GDScriptBojidar Marinov
Use as `export(E) ...` Closes #12392
2017-11-17Move the remote scene tree to the scene tree dock.Geequlim
Ignore all script constants in the global section of the breakpoint stack. Check property size before send to avoid too large of data be sent. Fix crash while clear the remote objects from the debugger.
2017-11-17Abstract some method for script systemgeequlim
2017-11-16Add print_error function, akin to print_lineGeorge Marques
2017-11-16GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde
2017-11-16Merge pull request #12957 from bojidar-bg/12928-numeric-underscoresRémi Verschelde
Allow underscores in GDScript numeric literals
2017-11-15Allow underscores in GDScript numeric literalsBojidar Marinov
Closes #12928
2017-11-15doc: Make all module docs self-containedRémi Verschelde
2017-11-15doc: Rename "@Global Scope" to "@GlobalScope"Rémi Verschelde
Spaces in filenames are evil.
2017-11-15When script changes, defer tree updating. Fixes #9704Juan Linietsky
2017-11-14Merge pull request #12922 from eska014/engine-singletonsRémi Verschelde
Singleton management changes
2017-11-14Move singleton management from ProjectSettings to EngineLeon Krause
2017-11-13Fixed signal connection dialog ignoring indentation settings when creating a ↵Michael Alexsander Silva Dias
function.
2017-11-12Merge pull request #12627 from Goutte/feat-support-tauRémi Verschelde
Add support for TAU constant.
2017-11-12Add support for the TAU constant. Fixes #12094.Goutte
2017-11-11Fixed help lookup not finding classes, issue 11867Paulb23
2017-11-09Make sure we don't leak when an opcode is followed by itselfHein-Pieter van Braam
When compiling with GCC it is now possible for an opcode followed by itself to never leave the scope it is currently in. This leads to a situation where the dtor of a scope local variable isn't called which in turn can lead to a memory leak. By moving the goto outside of the scope of each opcode we guarantee that all dtors have been called before the next opcode gets dispatched. this fixes #12401
2017-11-08Fix crash when guessing type of variable declared to itselfBojidar Marinov
Fixes #10972
2017-10-31Merge pull request #12035 from Chaosus/wrapfuncRémi Verschelde
Added new Wrap functions for numbers
2017-10-30Fix get_node() and $ autocompletion when using single quotesUnknown
2017-10-25Removes Script::get_node_type()Jerome67000
used before GDScript, with squirrel apparently
2017-10-24Merge pull request #12365 from neikeq/pRémi Verschelde
Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog
2017-10-24Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialogIgnacio Etcheverry
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
2017-10-24fix editor crash when missing variable in pattern match dispatchjagt
2017-10-22Add _process(delta) to new script templates. Closes #11994.mhilbrunner
2017-10-13Added new wrap functionsChaosus
2017-10-05Add NIL_IS_VARIANT usage to few definitionsRuslan Mustakov
The missing usage flag led to GDNative API descriptions containting arguments with "void" type.
2017-10-01Replace a OPCODE_BREAK with break in opcode 31Hein-Pieter van Braam
This was a mistake made in 520d84e. There are no more other looping structures left in this function.
2017-09-29Properly allow completion on variable initializer arguments, closes #9359Juan Linietsky
2017-09-27Fixed wrong break statement in GDFunction::callScayze
2017-09-25Remove several checks on DEBUG_RELEASEHein-Pieter van Braam
These errors shouldn't be possible on a tested game. Remove the checks on release. Shaves about 10% off of tight loops.
2017-09-25Use computed goto to dispatch next opcodeHein-Pieter van Braam
On compulers that define __GNUC__ use computed goto to directly dispatch the next instruction rather than going through another switch statement. This saves a jump and some comparisons. In tight loops this is is roughly 10% faster than the switch() method.
2017-09-21Implement Linux-style likely()/unlikely() macrosHein-Pieter van Braam
This implement branch prediction macros likely() and unlikely() like in Linux. When using these macros please ensure that when you use them the condition in the branch really is very, very likely or unlikely. Think 90+% of the time. Primarily useful for error checking. (And I implement these macros for all our error checking macros now) See this article for more information: https://kernelnewbies.org/FAQ/LikelyUnlikely There are more places where these macros may make sense in renderer and physics engine. Placing them will come in another commit down the line.
2017-09-19Allow booleanization of all typesHein-Pieter van Braam
We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API.