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path: root/modules/visual_script/visual_script_nodes.cpp
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2017-08-29DocData and type hints fixesIgnacio Etcheverry
- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Added/Fixed null pointer checksWilson E. Alvarez
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-12Updated function argument namesWilson E. Alvarez
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-10Adds missing type information to virtual method bindsIgnacio Etcheverry
2017-08-08Ability to set a function as sequenced, so when called you can choose not to ↵Juan Linietsky
use sequence ports. Fixes #6346
2017-08-05few bugs fixed thanks to explicit bool constructor and clang.Juan Linietsky
explicit bool constructor has thus now been removed, as it served it's mission!
2017-07-24Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde
Add object type hint for docs
2017-07-23Add object type hint for docsPoommetee Ketson
2017-07-21Update a VS custom node when its script changesGeorge Marques
2017-07-21Fix issues with custom nodes in visual scriptGeorge Marques
- Doesn't crash anymore. - Inputs are properly transferred.
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-11[#7212] Fixed missing 'Variant' return values in documentation.ducdetronquito
2017-06-30-Many fixes to VisualScript, fixed property names, etc.Juan Linietsky
-Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
-Fixded BackBuffercopy object
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-02-28Inf and NaN support added to GDScript.Saracen
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-11Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2016-11-11Add "Positive" operator to VisualScriptGeorge Marques
2016-09-04Added expression nodes to visual script, please test.Juan Linietsky
2016-09-03Connection hints when connecting to empty space.Juan Linietsky
2016-09-02Basic type constants for visual scriptJuan Linietsky
2016-09-01-Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky
is_action_just_released()
2016-08-31More improvements to visual script..Juan Linietsky
fixed a bug of not saving when sub-nodes changed.
2016-08-31-Reworked constant nodes betterJuan Linietsky
-Added simple switch node, removed InputEventFilter
2016-08-30More visual script improvementsJuan Linietsky
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30VisualScript: Fixed VariableGet vs VariableSet node names, fixes #6325J08nY
2016-08-28Several all around fixes to visual scripting (in the process of creating demos)Juan Linietsky
2016-08-26Even more work on visual script editor:Juan Linietsky
-Added constructor nodes, specialized and conversion ones. -Cleaned up how unconnected input default values are shown and edited (much cleaner) -Dragging scene nodes into graph makes a call dialog appear by deault -Dragging properties into graph is set by default, not get -fixed dragging internal functions into graph
2016-08-25More visual script workJuan Linietsky
-Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
2016-08-08-Show proper node name in subcallJuan Linietsky
-Implemented Ctrl-F to focus script type search
2016-08-08Added a simpler way to do sub-functions in both visual and gdscript with the ↵Juan Linietsky
subcall node. With this, visual script is almost done (missing registering custom nodes from addon). All this is probably pretty broken, too and needs a lot of testing.
2016-08-07Added ability to create custom nodes from script.Juan Linietsky
2016-08-07-Added yield nodes to visual scriptJuan Linietsky
-Added input selection nodes to visual script -Added script create icon for those who miss it, will only appear when it can be used.
2016-08-06Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky
support, but VisualScript should be more or less done!
2016-08-05VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky
profiler yet.
2016-08-03More work on visual scripting..Juan Linietsky