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AgeCommit message (Collapse)Author
2021-11-17Fix `randfn` in visual scriptsYuri Roubinsky
2021-11-17Expose `randfn` to global scopeYuri Roubinsky
2021-11-15Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde
2021-11-12Use "enum class" for input enumsAaron Franke
2021-11-12Make OpenSimplex and VisualScript modules not depend on the editorAaron Franke
2021-11-09Merge pull request #53819 from TokageItLab/re-implement-ping-pongRémi Verschelde
Reimplement ping-pong animation and reverse playback
2021-11-09Merge pull request #54653 from KoBeWi/built_in_scripts_deserved_thatRémi Verschelde
Improve save handling for built-in scripts
2021-11-07Improve save handling for built-in scriptskobewi
2021-11-06VisualScript-sync-and-improve-variable-and-propertyDavid Cambré
2021-11-04Add is_built_in() method to Resourcekobewi
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03Fixes copy-paste issue in the visual script editorDavid Cambré
Moves copy and paste in their own functions so copy_nodes_request and paste_nodes_request are able to work. Applies paste offset to the last mouse clicked position.
2021-11-03reimplement ping-pongSilc 'Tokage' Renew
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-14Implement toast notifications in the editorGilles Roudière
2021-10-11Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and ↵Juan Linietsky
NodeAnimation"
2021-10-11Merge pull request #48332 from TokageItLab/implement-ping-pongRémi Verschelde
2021-10-11Move add_syntax_highlighter bind to ScriptEditorBasePaulb23
2021-10-09implement ping-pong loop in animationTokage
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-06doc: Update links to latest documentation after content reorganizationRémi Verschelde
2021-10-04Fix some leftover references to idle_framekobewi
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-21Merge pull request #52877 from Calinou/add-print-verboseRémi Verschelde
Add `print_verbose()` built-in function to print in verbose mode only
2021-09-21Add `print_verbose()` built-in function to print in verbose mode onlyHugo Locurcio
This can be used as a shorthand for: if OS.is_stdout_verbose(): print("...") Unlike `print_debug()`, this works in release builds too and can be toggled off in debug builds.
2021-09-20Don't generate empty doc sections and reduce code duplicationAaron Franke
2021-09-18Fix incorrect call of `_center_on_node` in VisualScript editorYuri Roubinsky
2021-09-17Merge pull request #52655 from Chaosus/toggle_scripts_panelRémi Verschelde
2021-09-15Merge pull request #52656 from akien-mga/rename-vseditor-singletonMax Hilbrunner
Rename VisualScriptEditor singleton to VisualScriptCustomNodes
2021-09-15Added status bar and toggle scripts panel button to EditorHelp/VScriptsYuri Roubinsky
2021-09-14Merge pull request #52222 from ↵Rémi Verschelde
Gallilus/Fix-VisualScriptPropertySet-value-property-hint
2021-09-14Rename VisualScriptEditor singleton to VisualScriptCustomNodesRémi Verschelde
Follow-up to #51916, fixes inconsistency between singleton name and class as documented in https://github.com/godotengine/godot/issues/52162#issuecomment-918979753.
2021-09-13Update VisualScriptCustomNode.xmlDavid Cambré
2021-09-07[Net] Move multiplayer to core subdir, split RPCManager.Fabio Alessandrelli
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-01Merge pull request #51639 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implement more advanced features for DAP
2021-08-31Implemented advanced features of DAPEv1lbl0w
Respect client "supportsVariableType" capability Implement "breakpointLocations" request Implement "restart" request Implement "evaluate" request Fix error messages not being shown, and improved wrong path message Removed thread option and behavior Implemented detailed inspection of complex variables Fix "const"ness of functions Added a configurable timeout for requests Implement Godot custom data request/event Implement syncing of breakpoints Added support for debugging native platforms
2021-08-31Remove cartesian2polar and polar2cartesiankobewi
2021-08-30[Net] Rename RPC "puppet" to "auth" (authority). Drop "master".Fabio Alessandrelli
This commit completely removes the RPC_MODE_MASTER ("master" keyword), and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword). This commit also renames the "Node.[get|set]_network_master" methods to "Node.[get|set]_network_authority". This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY. RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by any puppet peer on the master, while RPC_MODE_PUPPET meant that it would be callable by the master on any puppet. Beside proving to be very confusing to the user (referring to where it could be called instead of who can call it) the RPC_MODE_MASTER is quite useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with the exception that the network master cannot. While this could be useful to check in some case, in such a function you would anyway need to check in code who is the caller via get_rpc_sender_id(), so adding the check there for those rare cases does not warrants a dedicated mode.
2021-08-29Fix VisualScriptPropertySet value hintDavid Cambré
2021-08-26Fix misspelled "overriden"Haoyu Qiu
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-24Fix Visual Script editorMax Hilbrunner
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-20Fix VisualScriptEditor after namespacesMax Hilbrunner
2021-08-17Namespaces instead of underscore prefix for bindsMax Hilbrunner
Thanks to neikeq for the initial work. Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-13Fix duplicate conditions.Anilforextra
2021-08-12Resource: Remove unused `_use_builtin_script()` virtual methodRémi Verschelde
And another piece of dead code found while searching for "use_builtin".
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-08-10Merge pull request #49343 from theoway/node_auto_arrangement_graph_editK. S. Ernest (iFire) Lee
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader