Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-04-24 | re-added MultiScript | Karroffel | |
The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object. With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes which could impact performance. I used the code from 0b806ee as the base and made it work with the current master. | |||
2017-04-20 | [GDNative] fixed msvc build | Karroffel | |
2017-04-20 | Merge pull request #8417 from neikeq/hello-there | Rémi Verschelde | |
External editor improvements and fixes | |||
2017-04-19 | [GDNative] explicit calling convention | Karroffel | |
2017-04-18 | Merge pull request #8424 from Paulb23/convert_indent | Rémi Verschelde | |
Support for space indentation | |||
2017-04-18 | Convert indent on save | Paulb23 | |
2017-04-18 | Added support for space indentation | Paulb23 | |
2017-04-17 | Merge pull request #8440 from karroffel/gdnative-new-method | Thomas Herzog | |
[GDNative] added "new" method and fixed headers | |||
2017-04-17 | Merge pull request #8439 from touilleMan/correct_gdnative_signatures | Thomas Herzog | |
Correct gdnative signatures | |||
2017-04-17 | [GDNative] added "new" method and fixed headers | Karroffel | |
2017-04-17 | gdnative: Implement missing function for godot_basis. | Emmanuel Leblond | |
2017-04-17 | gdnative: modify vector2&vector3 functions signature to use value passing ↵ | Emmanuel Leblond | |
instead of ptr. | |||
2017-04-17 | Add godot_string_unicode_str to GDnative | Emmanuel Leblond | |
2017-04-17 | External editor improvements and fixes | Ignacio Etcheverry | |
Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default. | |||
2017-04-15 | Correct indentation in gdnative vector2/3 | Emmanuel Leblond | |
2017-04-15 | Implement missing functions in gdnative vector2 and vector3 bindings | Emmanuel Leblond | |
2017-04-11 | [GDNative] made string functions more C-friendly | Karroffel | |
2017-04-11 | [GDNative] C API and generator fixes | Karroffel | |
2017-04-11 | [GDNative] re-enabled some init options | Karroffel | |
2017-04-10 | Merge pull request #8350 from karroffel/gdnative-api-reference-field | Thomas Herzog | |
[GDNative] added is_reference filed to api.json | |||
2017-04-10 | [GDNative] added is_reference filed to api.json | Karroffel | |
2017-04-10 | [GDNative] function to get class constructor | Karroffel | |
2017-04-10 | Merge pull request #8339 from karroffel/gdnative-reload-fix | Rémi Verschelde | |
[GDNative] Didn't iterate over all scripts | |||
2017-04-10 | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | |
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005 | |||
2017-04-10 | [GDNative] Didn't iterate over all scripts | Karroffel | |
2017-04-09 | renamed dlscript module to gdnative | Karroffel | |
2017-04-09 | Merge pull request #8329 from touilleMan/dlscript-godot_get_global_constants | Rémi Verschelde | |
GlobalConstants support in DLScript & api.json | |||
2017-04-09 | Change dlscript's godot_get_global_constants signature to return ↵ | Emmanuel Leblond | |
godot_dictionary | |||
2017-04-09 | Add GlobalConstants entry to the dlscript's api.json generator | Emmanuel Leblond | |
2017-04-08 | Fixup #8123, seems like I forgot a few things | Bojidar Marinov | |
Should close #8315 Please test, I'm still unsure I did it correctly... | |||
2017-04-08 | Add godot_get_global_constants function to dlscript | Emmanuel Leblond | |
2017-04-08 | Merge pull request #8301 from karroffel/dlscript-refactor | Rémi Verschelde | |
[DLScript] refactoring and in-editor reloading | |||
2017-04-08 | DLScript: Fix llvm compilation error. | Andreas Haas | |
`Ordered comparison between pointer and zero` | |||
2017-04-08 | [DLScript] in-editor reloading | Karroffel | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky | |
2017-04-07 | [DLScript] refactored loading of libraries | Karroffel | |
I also enabled DLSCRIPT_EDITOR_FEATURES as the default. It might not be the most usable because of the lack of a reloading functionality, but as Zylann pointed out "It's better to see something than nothing at all" | |||
2017-04-06 | [DLScript] fixed android builds now | Karroffel | |
... really. | |||
2017-04-06 | Merge pull request #8280 from karroffel/dlscript-inheritance | Rémi Verschelde | |
[DLScript] inheritance fixes | |||
2017-04-06 | Merge pull request #8276 from karroffel/dlscript-stl | Rémi Verschelde | |
[DLScript] API fixed and removed STL imports | |||
2017-04-05 | Fix typo in Parser Error message | curtisxk38 | |
2017-04-06 | [DLScript] inheritance fixes | Karroffel | |
This properly implements script inheritance for DLScripts. | |||
2017-04-06 | [DLScript] more API fixes | Karroffel | |
2017-04-06 | [DLScript] removed STL imports | Karroffel | |
2017-04-05 | [DLScript] fixed virtual method export | Karroffel | |
2017-04-05 | [DLScript] removed unused import | Karroffel | |
This hopefully fixes android builds | |||
2017-04-04 | [DLScript] added variant constructor and a function to get userdata of a script | Karroffel | |
The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it. This is particularly useful and even required for language bindings to work properly. This also fixes non-tool builds. | |||
2017-04-04 | Merge pull request #8246 from GodotNativeTools/dlscript-module | Rémi Verschelde | |
DLScript module | |||
2017-04-03 | added dlscript module | Karroffel | |
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md | |||
2017-04-01 | Add '$' to token names | Saggi Mizrahi | |
It was missing from this array and would cause godot to crash or report bad errors. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc> |