From b1f392c25e214b331f87737d9e27aad30e95f201 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Wed, 24 Aug 2022 12:05:37 +0200 Subject: Remove VisualScript module for 4.0 As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting, Godot maintainers have agreed to discontinue the current implementation of our VisualScript language. The way it had been designed was not user-friendly enough and we did not succeed in improving its usability to actually make it a good low-code solution for users who need one. So we prefer to remove it for Godot 4.0 and leave the door open for new, innovative ideas around visual scripting, to be developed as plugins or extensions now that Godot provides sufficient functionality for this (notably via GDExtension and the godot-cpp C++ bindings). The current module has been moved to a dedicated repository (with full Git history extracted with `git filter-branch`): https://github.com/godotengine/godot-visual-script It can still be compiled as a C++ module (for now, but will likely require work to be kept in sync with the engine repository), but our hope is that contributors will port it to GDExtension (which is quite compatibile with the existing C++ module code when using the godot-cpp C++ bindings). --- modules/visual_script/doc_classes/VisualScript.xml | 357 --------------------- 1 file changed, 357 deletions(-) delete mode 100644 modules/visual_script/doc_classes/VisualScript.xml (limited to 'modules/visual_script/doc_classes/VisualScript.xml') diff --git a/modules/visual_script/doc_classes/VisualScript.xml b/modules/visual_script/doc_classes/VisualScript.xml deleted file mode 100644 index ff6b7a8b5f..0000000000 --- a/modules/visual_script/doc_classes/VisualScript.xml +++ /dev/null @@ -1,357 +0,0 @@ - - - - A script implemented in the Visual Script programming environment. - - - A script implemented in the Visual Script programming environment. The script extends the functionality of all objects that instance it. - [method Object.set_script] extends an existing object, if that object's class matches one of the script's base classes. - You are most likely to use this class via the Visual Script editor or when writing plugins for it. - - - $DOCS_URL/tutorials/scripting/visual_script/index.html - - - - - - - Add a custom signal with the specified name to the VisualScript. - - - - - - - - Add a function with the specified name to the VisualScript, and assign the root [VisualScriptFunction] node's id as [code]func_node_id[/code]. - - - - - - - - - Add a node to the VisualScript. - - - - - - - - - Add a variable to the VisualScript, optionally giving it a default value or marking it as exported. - - - - - - - - - - Add an argument to a custom signal added with [method add_custom_signal]. - - - - - - - Get the count of a custom signal's arguments. - - - - - - - - Get the name of a custom signal's argument. - - - - - - - - Get the type of a custom signal's argument. - - - - - - - - Remove a specific custom signal's argument. - - - - - - - - - Rename a custom signal's argument. - - - - - - - - - Change the type of a custom signal's argument. - - - - - - - - - Swap two of the arguments of a custom signal. - - - - - - - - - - Connect two data ports. The value of [code]from_node[/code]'s [code]from_port[/code] would be fed into [code]to_node[/code]'s [code]to_port[/code]. - - - - - - - - - - Disconnect two data ports previously connected with [method data_connect]. - - - - - - - Returns the id of a function's entry point node. - - - - - - - Returns a node given its id. - - - - - - - Returns a node's position in pixels. - - - - - - Returns the current position of the center of the screen. - - - - - - - Returns the default (initial) value of a variable. - - - - - - - Returns whether a variable is exported. - - - - - - - Returns the information for a given variable as a dictionary. The information includes its name, type, hint and usage. - - - - - - - Returns whether a signal exists with the specified name. - - - - - - - - - - Returns whether the specified data ports are connected. - - - - - - - Returns whether a function exists with the specified name. - - - - - - - Returns whether a node exists with the given id. - - - - - - - - - Returns whether the specified sequence ports are connected. - - - - - - - Returns whether a variable exists with the specified name. - - - - - - - Remove a custom signal with the given name. - - - - - - - Remove a specific function and its nodes from the script. - - - - - - - Remove the node with the specified id. - - - - - - - Remove a variable with the given name. - - - - - - - - Change the name of a custom signal. - - - - - - - - Change the name of a function. - - - - - - - - Change the name of a variable. - - - - - - - - - Connect two sequence ports. The execution will flow from of [code]from_node[/code]'s [code]from_output[/code] into [code]to_node[/code]. - Unlike [method data_connect], there isn't a [code]to_port[/code], since the target node can have only one sequence port. - - - - - - - - - Disconnect two sequence ports previously connected with [method sequence_connect]. - - - - - - - Set the base type of the script. - - - - - - - - Set the node position in the VisualScript graph. - - - - - - - Set the screen center to the given position. - - - - - - - - Change the default (initial) value of a variable. - - - - - - - - Change whether a variable is exported. - - - - - - - - Set a variable's info, using the same format as [method get_variable_info]. - - - - - - - - Emitted when the ports of a node are changed. - - - - -- cgit v1.2.3