Commit graph

2686 commits

Author SHA1 Message Date
Tom Evans
8dc8833782 Mark assert lines as safe in gdscript
Now calling _reduce_node_type with debugging enabled to determine
if assert line is safe. Part of doing this required the assert line
to be stored away. Now the AssertNode line is being correctly set.
Newlines are now marked safe always
2020-03-25 08:42:04 -05:00
Rémi Verschelde
cfd84625f0 Move DocData and Collada out of their subfolders
Now that the unused DocDump was removed, the `editor/doc` subfolder is
redundant.

Similarly, there's no reason for Collada to have a subfolder for itself
when glTF or OBJ don't.
2020-03-24 09:56:04 +01:00
Rajat Goswami
2ecf928ae3 Adding missing include guards to header files identified by LGTM.
This addresses the issue godotengine/godot#37143
2020-03-23 04:52:36 -04:00
Thakee Nathees
d2664a0ff1 autocomplete for load() function implemented 2020-03-22 22:21:34 +05:30
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Thakee Nathees
f6cee4a121 python like string escape implemented 2020-03-15 05:37:15 +05:30
Rémi Verschelde
5002f6de84
Merge pull request #36599 from AndreaCatania/gen_rpc_data_export
Generates the rpc and rset info for exported GDScript.
2020-03-13 10:19:30 +01:00
Rémi Verschelde
e147be6031
Merge pull request #36723 from AndreaCatania/fix-rset
Fixed rset method for gdscript and visual script
2020-03-13 10:18:56 +01:00
luz.paz
7bf6e5f773 Fix various typos
Found via `codespell`
2020-03-11 13:59:18 -04:00
Rémi Verschelde
cdbf033290
Merge pull request #36704 from ThakeeNathees/gdscript-duplicate-args-fix
GDScript duplicate arguments bug fixed
2020-03-10 13:10:00 +01:00
Rémi Verschelde
57ab10ccf3
Merge pull request #36767 from ThakeeNathees/class-pass-fix
fix: Classes can't have pass
2020-03-10 13:08:27 +01:00
Rémi Verschelde
95c9345b63
Merge pull request #36859 from ThakeeNathees/logic-error-for-loop-range-parsing
Fix: logic error in gdscript_parser.cpp for-loop-range
2020-03-10 13:08:01 +01:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
Rémi Verschelde
d9524d8890
Merge pull request #36912 from Xrayez/resurrect-module-icons
Fix missing module editor icons
2020-03-09 12:15:44 +01:00
Andrii Doroshenko (Xrayez)
3acebdeecd Fix missing module editor icons
Module icons need to be renamed to PascalCase as well
for them to be registered in 4.0.

See godotengine/godot#36513.
2020-03-08 19:32:25 +02:00
Rémi Verschelde
7579a792be
Merge pull request #36683 from rafaeldelboni/master
Return only scenes for script owners on LSP completion
2020-03-08 16:19:31 +01:00
Fabio Alessandrelli
b8ddaf9c33 Refactor ScriptDebugger.
EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.

It allows 2 types of interactions:

- Profilers:
  A subsystem can register a profiler, assigning it a unique name.
  That name can be used to activate the profiler or add data to it.
  The registered profiler can be composed of up to 3 functions:
    - Toggle: called when the profiler is activated/deactivated.
    - Add: called whenever data is added to the debugger
      (via `EngineDebugger::profiler_add_frame_data`)
    - Tick: called every frame (during idle), receives frame times.

- Captures: (Only relevant in remote debugger for now)
  A subsystem can register a capture, assigning it a unique name.
  When receiving a message, the remote debugger will check if it starts
  with `[prefix]:` and call the associated capture with name `prefix`.

Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.

Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Rafael Delboni
2f08f4ef4e
fix: Return only scenes for script owners on LSP completion
Fix: #36680
2020-03-07 09:17:25 -03:00
Thakee Nathees
bcbcf0f1ea logic error in gdscript_parser.cpp for-loop-range
there was a logic error in for loop range argument that
check if all of the argument were constants, fixed
2020-03-06 23:14:21 +05:30
Thakee Nathees
5424b626f9 duplicate arguments in a function handled 2020-03-06 20:23:58 +05:30
Thakee Nathees
07c99340d1 typo in gdscript_workspace.cpp/remove_cache_parser() fixed 2020-03-05 20:51:02 +05:30
Thakee Nathees
63ce1fc438 pass keyword inside a class implemented 2020-03-05 16:19:06 +05:30
Andrea Catania
e967a92c1b Fixed rset method for gdscript and visual script 2020-03-02 10:22:07 +01:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Andrea Catania
33ae58710b Generates the rpc and rset info for exported GDScript.
Improved the send rpc log message when fail.

This work has been kindly sponsored by IMVU.
2020-02-28 12:39:18 +01:00
Rémi Verschelde
807b511125
Merge pull request #36620 from Calinou/doc-linear2db-example
Add a practical example for `@GDScript.linear2db()`
2020-02-28 07:03:35 +01:00
Rémi Verschelde
ec74664af1
Merge pull request #36619 from Calinou/doc-improve-inverse-lerp
Improve the `@GDScript.inverse_lerp()` documentation
2020-02-28 07:02:03 +01:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Hugo Locurcio
a6fd6b78dd
Add a practical example for @GDScript.linear2db()
One of its most common applications in games is for volume sliders.

See https://www.dr-lex.be/info-stuff/volumecontrols.html for
more information.
2020-02-27 22:52:21 +01:00
Hugo Locurcio
6b5573700b
Improve the @GDScript.inverse_lerp() documentation
This closes https://github.com/godotengine/godot-docs/issues/2589.
2020-02-27 22:49:05 +01:00
Rémi Verschelde
ac446570d6
Merge pull request #36545 from nathanwfranke/syntax-highlight-int-types
Fix autocomplete and highlighting for new integer types
2020-02-27 14:20:10 +01:00
nathanwfranke
2dd498df70 Fix autocomplete and GDScript Highlighting for types
Types include new integer types and others
2020-02-26 16:13:28 -06:00
Pedro J. Estébanez
18fbdbb456 Reimplement Mutex with C++'s <mutex>
Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.

Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Rémi Verschelde
c1fe53a933
Merge pull request #36521 from rafaeldelboni/master
Improve LSP completion using scene owner
2020-02-26 08:24:59 +01:00
Rafael Delboni
06bce137e3
Improve LSP completion using scene owner
Fixes: #36473
2020-02-25 23:27:17 -03:00
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Oliver Frank
ed482f6167 Fix crash after closing a GDScript LSP session 2020-02-23 19:25:41 +00:00
Rémi Verschelde
bd10c70458
Merge pull request #36461 from akien-mga/c++17-fallthrough-attribute
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
2020-02-23 08:43:18 +01:00
Rémi Verschelde
2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Juan Linietsky
6da0eef9e6 Add support for Vector2i, Rect2i and Vector3i to Variant
WARNING: Requires C++17 'guaranteed copy elision' to fix ambiguous
operator problems in Variant.

This was added for this commit (and future C++17 uses) in #36457.
2020-02-22 23:16:44 +01:00
Juan Linietsky
3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
of9
24b27043fe Migrating language server from Websockets to raw TCP 2020-02-20 11:21:43 +00:00
Juan Linietsky
69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
George Marques
4d960efafc
GDScript: Remove self static reference and create one on calls
This is needed because of the new changes to Variant. The reference
counter is increased by adding it to a Variant, which means no GDScript
will be freed (or will be double freed if manually freed somewhere).
2020-02-19 09:15:16 -03:00
Rémi Verschelde
213a85521d doc: Sync classref with current source
Handle removal of Pool*Array types and other recent changes.
2020-02-18 14:02:02 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Juan Linietsky
867d073b98 Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr. 2020-02-15 08:36:04 -03:00
Rémi Verschelde
54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Rémi Verschelde
1f39a2d3e6 Remove deprecated sync and slave networking keywords
Those keywords were deprecated for 3.1 in #22087.

Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
2020-02-13 08:59:36 +01:00
Rémi Verschelde
506df14595
Merge pull request #36142 from akien-mga/remove-deprecated-decimals
Remove deprecated decimals builtin
2020-02-12 21:48:33 +01:00
Juan Linietsky
cf8c679a23 ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits. 2020-02-12 14:24:54 -03:00
Rémi Verschelde
0f90ddbcf4
Merge pull request #35522 from AndreaCatania/rpc_opt_2
Optmized data sent during RPC and RSet calls.
2020-02-12 16:56:17 +01:00
Rémi Verschelde
bd78b9f445 Remove deprecated decimals builtin
Replaced by 'step_decimals' in 3.2 via #21425.
2020-02-12 13:39:39 +01:00
Andrea Catania
eb07e87981 Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.

This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
geequlim
03d2d01082 Fix hover symbol content position 2020-02-12 17:59:20 +08:00
Marcel Admiraal
f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27 Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
clayjohn
57e27683ba Update docs to version 4.0 2020-01-31 17:15:41 -08:00
Francois Belair
f6968d5f17 Fix static functions loop using class' functions
Besides being incorrect, it also caused a hard editor crash for purely
static classes or classes with more static functions than methods.
2020-01-28 14:19:09 -05:00
Rémi Verschelde
4cee1cda5e
Merge pull request #35589 from akien-mga/doc-drop-category-property
doc: Drop unused 'category' property from header
2020-01-26 16:34:13 +01:00
Rémi Verschelde
09ced94dd4 doc: Do not expose Variant::NIL as a type in the class reference
Fix signals Variant arguments incorrectly listed as Nil.

Fixes #12520.
2020-01-26 16:08:11 +01:00
Rémi Verschelde
2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00
Rémi Verschelde
cbdbfb00ca doc: Document named color constants
Busywork but it's good for our completion rate :)
2020-01-26 12:08:16 +01:00
Rémi Verschelde
36e11d1c34
Merge pull request #35412 from DaividFrank/check_overriding_self
Disabled re-assigning 'self'
2020-01-22 20:47:52 +01:00
DaividFrank
badabdf8b9 GDScript: Added checks in assign operations to disable re-assigning 'self' 2020-01-22 19:00:54 +02:00
Rémi Verschelde
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
Dani Frank
8f5e424c66 Fix subclass finding in extend statement for sub-sub classes
lookup was always done on top level script instead of advancing to subclass each time.
this commit changes the lookup to always be at last found subclass
2020-01-18 11:55:27 +02:00
ChibiDenDen
9ffa9a6bac Fix constant access in base class through subclass instance
Fixes as issue where a subclass calls a base class method that tries to access a constant from the script.
The original code went through every ower class, and for each owner, went through its inheritance tree.
This seems like the wrong order, the modified code goes to each base class, and for each base class goes through the owner tree.
This is more in line with what the parser does, as the current impelemtation allows an access that the parser does not support.
This change should not negatively affect existing code due to the way the parser works
2020-01-17 00:12:45 +02:00
Rémi Verschelde
8b0e2a409b
Merge pull request #35218 from bojidar-bg/26691-parse-error-errors
Fix errors raised when showing parse errors in the editor
2020-01-16 22:32:49 +01:00
Bojidar Marinov
da5b138e64
Fix errors raised when showing parse errors in the editor
Fixes #26691
2020-01-16 22:12:24 +02:00
Rémi Verschelde
f2aa99a8e2
Merge pull request #35201 from bojidar-bg/27582-gdfunction-validate-instance
Validate instances of objects before trying to check their type in GDScript
2020-01-16 15:57:44 +01:00
Rémi Verschelde
4998983bd5
Merge pull request #35199 from dalexeev/master
Fix function arguments hint format in GDScript editor
2020-01-16 15:53:28 +01:00
Rémi Verschelde
cd7b51b943
Merge pull request #35102 from ChibiDenDen/reuse_orphaned_subclass
#34161: Keep a weak reference to orphan subclasses to reuse on class reload
2020-01-16 15:49:52 +01:00
Bojidar Marinov
dc4455d819
Validate instances of objects before trying to check their type in GDScript
Fixes #27582
2020-01-16 16:39:59 +02:00
Bojidar Marinov
19ce2d5159
Fix slight problems related to default values of exported typed arrays 2020-01-16 14:50:29 +02:00
Danil Alexeev
45b510b332 Fix function arguments hint format in GDScript editor
for consistency with the format of the documentation:
"type func_name(arg1: type, arg2: type)"
2020-01-16 15:41:02 +03:00
ChibiDenDen
86aa12e806 Keep a weak reference to orphan subclasses to reuse on class reload 2020-01-15 22:54:01 +02:00
Houkime
e1a0ce5af9 Prevent GDScript language server from listening to external hosts by default
* Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone)
* Set default for GDscript Language Server to listen only to localhost

Fixes potential security issue with GDScript language server being exposed to the
broad net by default.
Since it is the server which primary usage is to provide utility to the local
editor there is no need to expose it.
2020-01-15 00:29:59 +00:00
Rémi Verschelde
40f0649e5b Fix typos with codespell
Using codespell 1.16.0.

See ab3bccdb78 for procedure.
2020-01-15 00:49:52 +01:00
Dani Frank
d6f10cd08e Add fully_qualified_name for GDScript class 2020-01-14 17:33:33 +02:00
George Marques
1d129f9bec
GDScript: Check function arguments on release too
Needed because otherwise the certain type operations (such as type
casting) used as a function argument might become unresolved on release,
causing a compilation failure.

Fix #28680
2020-01-13 15:58:53 -03:00
Rémi Verschelde
e32d232053
Merge pull request #35076 from vnen/gdscript-type-match-assign
Type match on assignment only if operators have type
2020-01-13 13:14:57 +01:00
George Marques
e6060706ca
GDScript: Type match on assignment only if operators have type
This ensures that a value without type won't be wrongly assigned to a
typed variable when the types mismatch.
2020-01-13 08:51:24 -03:00
Geequlim
d5e1890c85 Fix infinite loop error in document link parsing 2020-01-13 19:23:29 +08:00
geequlim
e804eebfe5 Remove completion triggers for ',' and '(' which may conflict with signature helper 2020-01-11 23:51:25 +08:00
geequlim
d901d5993b Allow enable/disable threading for LSP server
Restart LSP server when configurations change without restart the editor
2020-01-11 23:50:32 +08:00
George Marques
4c20d9407d
GDScript: Forbid using "script" as member name
Avoids the user breaking things by creating a "script" variable with
something else, effectively overwriting the "script" slot on Object.
2020-01-10 19:43:33 -03:00
Rémi Verschelde
0d2993659b
Merge pull request #34978 from GodotExplorer/lsp-fix-bracket-completion
LSP: Fix bracket completion for functions with one argument
2020-01-10 07:58:26 +01:00
Rémi Verschelde
09aa12a0dd
Merge pull request #34958 from vnen/gdscript-is-check-valid-instance
GDScript: Validate object instance on `is` operation
2020-01-10 07:40:56 +01:00
Geequlim
6190d42825 LSP: Fix bracket completion for functions with one argument 2020-01-10 14:23:01 +08:00
George Marques
76678b2609
GDScript: Fix type name on error message for function parameters 2020-01-09 15:50:06 -03:00
George Marques
1aef8bfeb1
GDScript: Fix resolution of default parameter values
Fix #26556
2020-01-09 15:42:31 -03:00
George Marques
3718f8f592
GDScript: Validate object instance on is operation
Avoids crashes on debug mode. Instead it now breaks the execution and
show the error in-editor. Will still crash on release.

Also add a similar check to Marshalls to ensure the debugger doesn't
crash when trying to serialize the invalid instance.
2020-01-09 13:59:33 -03:00
George Marques
cc9ca9eb34
GDScript: Don't re-evaluate index on assigment with operation
Pass the calculated index from the stack and use the same to get and set
the value. This avoids a function with side effects being evaluated
twice when using indexing in an assignment with operation statement
(e.g. a[function()] += 1).
2020-01-09 10:43:29 -03:00
Rémi Verschelde
e97e951741
Merge pull request #34948 from vnen/gdscript-copy-constructor
GDScript: Allow copy constructor for built-in types
2020-01-09 13:42:10 +01:00
George Marques
41ed905c1a
GDScript: Allow copy constructor for built-in types
Those are implicitly defined in Variant.
2020-01-09 09:03:09 -03:00
George Marques
7d4fc79eb3
Add GDScript warning for standalone expression
This makes the error message clearer as it might be used to call
functions with side effects.
2020-01-09 08:30:14 -03:00
George Marques
e7b7dc57fc
GDScript: set assign operation on local var made by match
This is needed in a all local variables with assigment to properly set
the typed operation.

Fix #34928
2020-01-08 19:28:07 -03:00
Rémi Verschelde
5a8107f70a
Merge pull request #34920 from GodotExplorer/lsp-signatureHelper
GDScript LSP: Implement signatureHelp
2020-01-08 18:29:39 +01:00
Rémi Verschelde
c456d87ee6
Merge pull request #34918 from vnen/gdscript-assign-op
GDScript: enable type checks on release mode
2020-01-08 18:22:38 +01:00
geequlim
d35c018a7a GDScript LSP: Implement signatureHelp
Enable smart resolve default to true as it is required for script symbol lookup
2020-01-09 00:57:54 +08:00
George Marques
d26414f9fe
GDScript: enable type checks on release mode
Also make builtin GDScript functions report return type as Variant in
release so type is converted when needed.
2020-01-08 12:38:18 -03:00
George Marques
899f7999b4
GDScript: properly set type of local variable initialization
Properly sets the type of the identifier for the local variable
that is stored in the assignment operation. This makes sure that the
compiler is aware of typing for local variables when they are
initialized with the declaration.
2020-01-08 11:36:50 -03:00
geequlim
eb5861f9f1 GDScript LSP: Implement goto declaration 2020-01-04 20:02:26 +08:00
Bojidar Marinov
b93b7aca74
Allow the usage of newlines in export hints
Fixes #34689
2020-01-02 18:03:11 +02:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Haoyu Qiu
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
Rémi Verschelde
74977277fa
Merge pull request #34280 from zaksnet/fix-yield-documentation
Fix documentation for yield
2019-12-16 08:49:32 +01:00
Haoyu Qiu
468fcd80bb Updates docs for GDScript built-in functions
* Adds description for `ord()`
* Adds relationship description between `char()` and `ord()`
* Describes the argument of `char()` as Unicode code point instead of ASCII code
* Fixes wrong interval notation in `randi()` description
2019-12-15 19:06:29 +08:00
George Marques
cb887324e6
GDScript: Convert values when setting member variables
This allows doing: self.x = 1 even if self.x is declared as float.
2019-12-13 12:51:53 -03:00
George Marques
475d7f0e52
GDScript: Fix type conversion in assignment with operation 2019-12-13 12:51:08 -03:00
Zak
0fd7186971 Fix documentation for yield
#33872 PR was misleading as i though inheritance from GDScriptFunctionState was optional.
2019-12-13 11:17:12 +02:00
Rémi Verschelde
f065b34e96
Merge pull request #34286 from bojidar-bg/31818-cast-autocomplete
Fix GDScript autocompletion with "as" or typed variables
2019-12-12 14:53:38 +01:00
Bojidar Marinov
a665b3878b
Fix GDScript autocompletion with as or typed variables
Fixes #31818, fixes #33434
2019-12-12 01:16:23 +02:00
Michael Alexsander
6cc3bb2d9b Add note in 'load()' docs that the path must be absolute 2019-12-11 17:14:58 -03:00
Rémi Verschelde
98c3990f7d
Merge pull request #34271 from vnen/gdscript-unused-class-variable-disable
Disable GDScript warning for unused class variable by default
2019-12-11 16:27:42 +01:00
Rémi Verschelde
df2e3e3f7f
Merge pull request #33018 from Xrayez/fix-inst2dict-getters
Fix `inst2dict` calling to getters to retrieve value
2019-12-11 15:06:38 +01:00
George Marques
cbf5641a74
Disable GDScript warning for unused class variable by default 2019-12-11 11:02:07 -03:00
Rémi Verschelde
2845e6a21a
Merge pull request #34040 from qarmin/unused_variable_more_precise_numbers
Removed unused variables, add some constants numbers
2019-12-10 08:25:31 +01:00
Rafał Mikrut
ed1c4bc77d Removed unused variables, add some constants numbers 2019-12-10 05:13:02 +01:00
Rémi Verschelde
4eff13d768 doc: Markup fixes for enums and constants 2019-12-06 23:09:20 +01:00
Rémi Verschelde
f326913f4d
Merge pull request #34067 from bojidar-bg/32370-retype-message
Make error when accidentially redeclaring a variable's type clearer
2019-12-04 06:52:22 +01:00
Hugo Locurcio
1fcdeaee39
Mention that int() can be used as an alternative to floor() 2019-12-03 08:43:24 +01:00
Bojidar Marinov
79c26344e8
Make error when accidentially redeclaring a variable's type clearer
Fixes #32370
2019-12-02 22:26:05 +02:00
Aaron Franke
3231fca934
Add docs for is_equal_approx on structures 2019-11-30 16:52:27 -05:00
miere43
d747c61187 Fixed typo in docs for Script and GDScript classes ("exends" -> "extends") 2019-11-30 21:16:11 +03:00
Hugo Locurcio
247767eb89
Document how to bypass the unused argument/variable warning in message
Note that prefixing with an underscore only works with unused arguments
and local variables, not class variables and signals.

This closes #26056.
2019-11-27 22:52:43 +01:00
Hugo Locurcio
4f14a1f59c
Remove type hint from the @GDScript class documentation
The current consensus in the Godot documentation is to avoid using
type hints unless they're relevant to the behavior explained.
2019-11-26 19:13:55 +01:00
James Buck
9e44739324 Trigger an error when trying to define a preexisting signal in GDScript
A class can't have multiple signals with the same name, but previously users
would not be alerted to a conflict while editing the script where it occurred.
Now a helpful error will appear in the editor during script parsing.
2019-11-25 13:40:03 -06:00
Zak Stam
5cfff77ca6 Added missing documentation for yield()
Added some missing documentation about yield() being able to wait for a function also. I cant believe something like that was missing from the docs, it would have saved me so much time (and others i assume).
2019-11-25 18:08:18 +02:00
Rémi Verschelde
ab3bccdb78 Fix typos with codespell
Using codespell 1.16.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-11-22 08:35:03 +01:00
Michael Alexsander
7ecaff578b Make the script templates' blank lines conform with the official style guide 2019-11-17 08:54:43 -03:00
lupoDharkael
9254961297 Parser: Check all the arguments of the ternary operator 2019-11-15 01:29:18 +01:00
Rémi Verschelde
30d4c923cb
Merge pull request #32966 from ffaristocrat/fix-hex-parsing
Fix base 16 hex literal parsing
2019-11-12 23:04:20 +01:00
Micheál Keane
4b9fd961d6 Fixes #32963 by correctly parsing bin/hex literals 2019-11-12 15:57:38 -05:00
Marcel Admiraal
83069a3c0f Remove ERR_EXPLAIN macros and the scaffolding they needed. 2019-11-11 10:57:00 +01:00
Marcel Admiraal
d18b2e599d Remove all uses of ERR_EXPLAIN macros. 2019-11-11 10:24:04 +01:00
mashumafi
d7137a6b72 Add setting to exclude addons from script warnings 2019-11-07 23:01:22 -05:00
Rémi Verschelde
91518defa5
Merge pull request #33257 from aaronfranke/printraw
Document behavior of GDScript printraw
2019-11-07 13:21:09 +01:00
Rémi Verschelde
76aa975460
Merge pull request #33266 from Xrayez/inst2dict-original-path
Use GDScript resource path over script path for `inst2dict`
2019-11-04 08:59:30 +01:00
Andrii Doroshenko (Xrayez)
7f40b69022 Use GDScript resource path over script path for inst2dict
The resource path holds the original path which can be used to convert
a dictionary to instance consistently both within editor and exported projects
as the original path is automatically remapped from `gd` to `gdc` or `gde` in
exported projects.
2019-11-02 15:11:52 +02:00
Aaron Franke
c4e46b8800
Document behavior of printraw 2019-11-02 04:55:39 -04:00
Aaron Franke
b67f252016
Fix Color8 GDScript documentation 2019-11-02 04:48:08 -04:00
George Marques
9fcd38fc70
GDScript: validate instance before accessing it on error
Make sure the instance is valid before trying to access the script in
after an error happened. If the instance is not valid it's possible that
the script is invalid as well.

Fix #29623
2019-11-01 14:41:52 -03:00
George Marques
15800b4db8
GDScript: Avoid editor crashes when there's cyclic inheritance
Make sure the script is fully compiled before looking into the base.
2019-11-01 12:00:20 -03:00
Andrii Doroshenko (Xrayez)
56925b9c28 Provide and print error messages for JSON parsing
Core is not touched, only for binding and scripting.
2019-10-31 13:15:44 +02:00
PouleyKetchoupp
bcbe5b5850 Fixed leak in gdscript when creating empty WeakRef
Fixes #33150
2019-10-29 23:53:56 +01:00
Rémi Verschelde
c43c3747cf
Merge pull request #32808 from bojidar-bg/30937-less-strict-mixed-spacing
Allow mixed tabs and spaces when indentation does not depend on tab size
2019-10-25 23:16:04 +02:00
Bojidar Marinov
afbde3314a
Allow mixed tabs and spaces when indentation does not depend on tab size
(hopefully) Closes #30937, fixes #32612
2019-10-25 14:54:57 +03:00
Andrii Doroshenko (Xrayez)
1b9a7e1c21 Fix inst2dict calling to getters to retrieve value
Use `GDScriptInstance` to iterate through all members directly instead.
This is similar to how `dict2inst` works and makes the serialization
behaviour more consistent.
2019-10-24 14:45:04 +03:00
Rémi Verschelde
8228b93fcd
Merge pull request #32919 from vnen/gdscript-unused-args
Fix wrong counting of function argument usage
2019-10-22 14:15:58 +02:00
Rémi Verschelde
e4cfb77961
Merge pull request #32903 from madmiraal/fix-27649-part9
Remove duplicate valid value check in gdscript_tokenizer.cpp.
2019-10-22 13:51:28 +02:00
Rémi Verschelde
fddc60c85c
Merge pull request #32878 from EbbDrop/no_autocompletion_for_singeltons
Fixes auto completion for singletons
2019-10-22 13:50:25 +02:00
George Marques
05465b9693
GDScript: Add _ prefix on class name in type compatibility check
This makes sure that the classes internally represented with an
underscore (_) prefix, such as singletons, are still properly checked
for inheritance in the ClassDB.
2019-10-19 13:45:52 -03:00
George Marques
bb20e420af
Fix wrong counting of function argument usage
There's no need to subtract 1 from the assignment usages because it's
not incremented anywhere else.

Also put back the assignment with operators because they should not
count as usage if the argument is on the left side.
2019-10-19 10:59:57 -03:00
Marcel Admiraal
5b96233c34 Remove duplicate valid value check in gdscript_tokenizer.cpp. 2019-10-18 11:58:34 +02:00
EbbDrop
f70fd781fc Fix autocompletion for singletons 2019-10-17 10:48:13 +02:00
qarmin
616ab4fac2 Small fixes to redundand code, copy paste bugs 2019-10-14 11:40:55 +02:00
HaSa1002
d9dfc4496c fix #32588 crash in language server 2019-10-11 14:43:39 +02:00
Hugo Locurcio
7f49c5dd42
Decrease polling frequency to 20 Hz in the GDScript language server
This decreases the language server's CPU usage.
2019-10-10 16:42:05 +02:00
Rémi Verschelde
55ef6a0f25
Merge pull request #32671 from GodotExplorer/lsp-send-godot-class-tree
lsp: Send godot class tree to clients
2019-10-09 08:35:05 +02:00
Geequlim
1ab34bc3c2 lsp: Send godot class tree to clients 2019-10-09 13:40:50 +08:00
Geequlim
2b5b5874a2 lsp: Fix signature of void returned functions in native methods 2019-10-09 10:01:48 +08:00
noname1477
3659e3db9d
Fixed some obvious typos in error messages
In some errors, there were closing quotation marks but no opening (e. g. "Unable to iterate on object of type  " + 
Variant::get_type_name(container->get_type()) + "'."
2019-10-05 15:33:30 +02:00
geequlim
9f27a4838c Format documentations to markdown only when needed 2019-10-05 14:09:38 +08:00
geequlim
e199488bc7 Add custom api textDocument/nativeSymbol to allow inspect native symbols from LSP clients 2019-10-04 23:00:33 +08:00
geequlim
39813939fc Fix enumeration value of SymbolKind.
Add custom notification 'gdscript/show_native_symbol' to show native symbols in clients.
Close client connections when stop gdscript-lsp
2019-10-04 19:36:40 +08:00
Rémi Verschelde
d66cce0215
Merge pull request #32517 from GodotExplorer/gdscript-lsp
GDScript LSP server improvement
2019-10-03 13:40:09 +02:00
geequlim
6a8303f82f Implement DocumentLink of GDScript LSP Server 2019-10-03 18:51:03 +08:00
Rémi Verschelde
c9781df316
Merge pull request #32403 from yeonghoey/enforce4space
Print errors when tab indent found in [codeblock]
2019-10-03 08:41:21 +02:00
geequlim
d1a6964d39 Fix codeblock formating to markdown 2019-10-03 14:22:26 +08:00
Hugo Locurcio
621bafb948
Tweak the default function definition color when using a dark theme
This decreases its saturation to make it less visually jarring.
The code was also refactored for clarity and to avoid repetition.
2019-10-02 09:36:47 +02:00
Yeongho Kim
d4a55fb639 Print errors when tab indent found in [codeblock] 2019-10-01 23:39:45 +09:00
Rémi Verschelde
d66d970fdb
Merge pull request #32172 from WindyDarian/gdscript_allow_null_weakref
Allow weakref(null) in gdscript
2019-10-01 10:35:37 +02:00
Bojidar Marinov
db89fef8fa
Highlight singletons and class_names in GDScript
Also, implement a small QoL change for auto-typed variables.
Closes #5739
2019-09-28 13:13:18 +03:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
George Marques
64d09b7de5
GDScript: Fix type resolution not being return in some cases
Some situations caused the parser node type to not being update when
trying to resolve the type, returning invalid data and breaking the
parsing when it shouldn't. This patch fix the behavior.
2019-09-24 18:05:20 -03:00
Rémi Verschelde
4f294b958f doc: Sync classref with current source
Fix a few missing bindings or unspecified argument names and default values.
2019-09-24 11:52:06 +02:00
Hugo Locurcio
c1fcb22677
Fix line being assigned to twice in the GDScript language server
This closes #32090.
2019-09-23 15:27:30 +02:00
qarmin
50be65bf43 Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
Rémi Verschelde
25a1bfed5c
Merge pull request #32210 from Calinou/editor-log-distinguish-messages
Distinguish editor-originating messages in the editor log
2019-09-20 20:22:43 +02:00
Rémi Verschelde
fdc2463a1b
Merge pull request #32150 from luzpaz/typos
Fix misc. source comment typos
2019-09-20 17:09:05 +02:00
Hugo Locurcio
ba566dff2e
Distinguish editor-originating messages in the editor log
This fades out messages originating from the editor to make messages
printed by the project stand out more.

This also tweaks wording in some editor messages for consistency.
2019-09-20 01:59:02 +02:00
luz.paz
91ecd7b6a6 Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-19 14:36:52 -04:00
Rémi Verschelde
c3d5c96494
Merge pull request #31921 from bojidar-bg/28978-uninitialized-array-value
Fix uninitialized arrays and dictionaries retaining value
2019-09-19 20:31:12 +02:00
Rémi Verschelde
291f408fcf
Merge pull request #32100 from SaracenOne/gdscript_parent_const_types
Fix const deceleration for inherited scripts above immediate parent
2019-09-19 20:11:37 +02:00
Rémi Verschelde
b5f14cc6f7
Merge pull request #31934 from mitchcurtis/28187
Produce an error when a class has the same name as a Singleton
2019-09-19 20:05:41 +02:00
Rémi Verschelde
318ac6ee13
Merge pull request #31142 from mitchcurtis/assert-message
GDScript: add an optional message parameter to assert()
2019-09-19 19:56:05 +02:00
Windy Darian
628f467605 Allow weakref(null) in gdscript
Tiny addition I personally found useful - this allows us to `var my_ref := weakref(null)` for nullable weak ref (with type hint!). When trying to test if `my_ref` is holding valid reference, we can just `if my_ref.get_ref():` instead of `if my_ref and my_ref.get_ref():` everywhere.
2019-09-16 23:15:34 -04:00
Mitch Curtis
aa8e3e7b0f GDScript: add an optional message parameter to assert()
Before this patch, assert() only took the condition to assert on:

    assert(item_data)

Now, it can optionally take a string that will be printed upon failure:

    assert(item_data, item_name + " has no item data in ItemDatabase")

This makes it easier to immediately see what the issue is by being
able to write informative failure messages.

Thanks to @wiped1 for sharing their patch, upon which this is based.

Closes #17082
2019-09-11 15:37:11 +02:00
Saracen
cf00f35a8e Allow for constant deceleration to be detected inherited scripts above the immediate parent. 2019-09-11 06:19:20 +01:00
Mitch Curtis
8f5ffeeacc Produce an error when a class has the same name as a Singleton
If you somehow end up with a Singleton.gd that looks like this:

	extends Node

	class_name Singleton

	func foo():
	    pass

You will get an error when using it in another file:

	extends Node2D

	func _init():
	    # Parser Error: Non-static function "foo" can only be called from an instance.
	    Singleton.foo()

This error is confusing. This patch ensures that an error on the class_name line will be produced:

    Parse Error: The class "Singleton" conflicts with the AutoLoad singleton of the same name, and is therefore redundant. Remove the class_name declaration to fix this error.

Fixes #28187.
2019-09-06 17:12:43 +02:00
iwek7
617797c47c Adds skip-breakpoints feature 2019-09-03 20:49:09 +02:00
MrCdK
9e9c16c1e5 Try and show all the properties added with _get_property_list() when triggering completion.
Closes https://github.com/godotengine/godot/issues/25097
2019-09-03 14:27:27 +02:00
Bojidar Marinov
3ca7b4ee45
Fix uninitialized arrays and dictionaries retaining value
Fixes #28978
2019-09-03 10:39:04 +03:00
Rémi Verschelde
10b040ab20
Merge pull request #31893 from bojidar-bg/25081-gdscript-index-self
Re-allow indexing on objects and other non-builtin types
2019-09-02 20:25:14 +02:00
Rémi Verschelde
85955c5f25
Merge pull request #31843 from 2shady4u/parserCtrlClick
Solves ctrl+click on functions by ignoring the cursor
2019-09-02 19:56:35 +02:00
Bojidar Marinov
e3d05fa42d
Re-allow indexing on "self" and object types in GDScript
Fixes #25081
2019-09-02 20:18:15 +03:00
Rémi Verschelde
eb38bc6c0a gdscript: Fix build after #24925
The PR did not use the ScriptCodeCompletionOption system introduced
later on, and somehow this did not generate a merge conflict even
though neighboring code was changed.
2019-09-02 16:31:43 +02:00
Rémi Verschelde
877912b23c
Merge pull request #24925 from Mr-Slurpy/typed-autoload
Added autoloads as a potential type.
2019-09-02 16:05:05 +02:00
Rémi Verschelde
d767edb9b3
Merge pull request #21443 from deepmax/ord_function
Add ord() function to return Unicode code point of a string of length one
2019-09-02 15:28:15 +02:00
shaderbeast
dbd253d7a2 Solves ctrl+click on functions by ignoring the cursor
Obeyed CLANG format rules


Obeying CLANG format rules attempt 2


Obeying CLANG format rules attempt 3


Clean up


Fixed runaway while loop


Removed int initialization
2019-09-02 13:46:38 +02:00
Rémi Verschelde
65d61d0360 doc: Sync classref with current source 2019-08-29 15:33:52 +02:00
Thomas Karcher
02ed79f7f7
Updated description for "stepify"
Mentioned the possibility to use stepify as a rounding function; +code examples
2019-08-29 14:03:18 +02:00
Rémi Verschelde
b97169740e
Merge pull request #31741 from akien-mga/lsp-requires-websocket-jsonrpc
GDScript: Disable LSP if either jsonrpc or websocket are disabled
2019-08-29 08:37:40 +02:00
Rémi Verschelde
7995ce03f3
Merge pull request #31738 from bojidar-bg/31056-class_name-extends
Remove check for class_name and extends order
2019-08-29 08:33:51 +02:00
Masoud Montazeri
5565f5591f Add ord() function to return Unicode code point of a string of length one 2019-08-28 16:14:11 +02:00
Rémi Verschelde
b791efdb16
Merge pull request #31737 from bojidar-bg/31455-stack-underflow
Fix yield check in GDScriptFunction
2019-08-28 15:36:08 +02:00
Rémi Verschelde
b994124df3 GDScript: Disable LSP if either jsonrpc or websocket are disabled
Follow-up to #29780.
2019-08-28 13:29:37 +02:00
Rémi Verschelde
46ad60385b
Merge pull request #29780 from GodotExplorer/gdscript-lsp
Add Language Server Protocol for GDScript
2019-08-28 13:06:51 +02:00
Bojidar Marinov
b70b16a20f
Remove check for class_name and extends order
Closes #31056
2019-08-28 12:05:21 +03:00
Bojidar Marinov
112aa6e367
Fix yield check in GDScriptFunction
Fixes #31455
2019-08-28 11:15:43 +03:00
Rémi Verschelde
185072015f
Merge pull request #31606 from toasteater/fix/nativescript-new-json-return-type
Fix the return type of NativeScript::new in API json
2019-08-28 09:15:40 +02:00
Michael Alexsander Silva Dias
a8826ad3b8 Make 'break' and 'continue' be marked as safe 2019-08-27 23:10:33 -03:00
toasteater
e2121c97ae Make VarArg methods return types show up as Variant in API json
VarArg methods have the return type Object in the API json for GDNative. This
can cause undefined behavior in some language bindings due to lack of
documentation on VarArg methods' behavior.

This changes the MethodInfo of:

- CSharpScript::_new
- GDScript::_new
- PluginScript::_new
2019-08-26 16:36:51 +00:00
Hugo Locurcio
a4794af5df
Improve writing style in GDScript error/warning messages
This uses double quotes everywhere for consistency.
2019-08-23 20:55:50 +02:00
Rémi Verschelde
d3153c28f0 Replace last occurrences of 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG'
The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).

There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.

Part of #31244.
2019-08-17 13:31:22 +02:00
Rémi Verschelde
37a16fee05 Export: Remove temp files from cache after export
So far we left most temporary files lying around, so this attempts to
fix that.

I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
2019-08-12 13:31:59 +02:00
geequlim
e5b91a15e6 Improve code compeletion for virtual methods with signatures 2019-08-11 14:06:39 +08:00
geequlim
72d11cd173 Add optional goto definition support for native symbols
This action will show help for target symbol in godot editor and bring the godot editor window to foreground
Improved markdown documentation for symbols.
2019-08-11 13:30:15 +08:00
Geequlim
666ed89011 Add generate script api to dictionary support
Expose GDScriptLanguageProtocol singleton and classes for editor plugins (Not visiable in class tree)
Fix minor bug in symbol resolve
2019-08-11 13:30:15 +08:00
Geequlim
9618b0c63e Check client workspace directory is valid
Drop test initialize message sent to client
Remove unused code property for the parser class
2019-08-11 13:30:15 +08:00
Geequlim
b2f02317fa Improve symbol resolve for inner classes
Only level one inner classes would be resolved currently but it sould cover most real world use case
Improve documation parseing for const values
Improve documation format for native symbols
2019-08-11 13:30:15 +08:00
Geequlim
76c9e4ceb7 Improved performance for completion and symbol resolvation.
Improved uri and workspace path translatation on windows platform.
The smart resolvation is much faster than builtin's in the server side.
The smart resolve mode is still disabled as default as the clients might be slow with a planty of completion items.
2019-08-11 13:30:15 +08:00
geequlim
fa6d6a329c Add optional smart resolve sulotion
The smart resolvaion can guess most symbols but it might be slow so disabled by default users can turn on it in the editor setting
2019-08-11 13:30:15 +08:00
geequlim
37aafaaa9c Add a symbol pool to cache all native symbols and workspackes symbols.
Implement hover
Implement completion documentation resolve
Implement hover documentation
Implement go to definition
2019-08-11 13:30:15 +08:00
geequlim
f58560ac36 Add GDScript Language Protocol plugin 2019-08-11 13:30:15 +08:00
Rémi Verschelde
80c7cb6378
Merge pull request #31227 from profan/fix/err-explain-usages
Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories.
2019-08-09 12:28:06 +02:00
Robin Hübner
6ab118c464 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories. 2019-08-09 11:13:24 +02:00
Cameron Reikes
2339e85b78 Expression before 'is' may be null 2019-08-09 01:24:03 -07:00
Rémi Verschelde
be3b2f3ff9
Merge pull request #31041 from 2shady4u/master
Mark class_name line as safe in editor
2019-08-05 08:05:49 +02:00
shaderbeast
1e6a52b215 Mark class_name line as safe in editor 2019-08-02 20:07:54 +02:00
Kaligule
a2c81a7455 Add a reference to pow to the description of exp.
This might be especially usefull since godot script doesn't support ** or ^ as operators, so beginners might search for the exponential function, when what they really need is the pow function.

This is exactly what happened to me and since I couldn't find helpfull information in the documentation I had to look it up online, where I found the answer on a helpfull [reddit thread](https://www.reddit.com/r/godot/comments/3mvwz0/how_do_i_do_exponents_in_godot/).

@akien-mga told me how to reference methods here:
godotengine#30909
2019-07-29 18:17:52 +02:00
Rémi Verschelde
1107799de5
Merge pull request #30849 from bojidar-bg/7898-mixed-indentation
Disallow using of both tabs and spaces for indentation in the same file
2019-07-27 10:48:31 +02:00
Bojidar Marinov
f12f3cf726
Disallow using of both tabs and spaces for indentation in the same file
Closes #7898
2019-07-26 21:24:34 +03:00
Rémi Verschelde
d844e30614 Inspector: Make default float step configurable
Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).

Supersedes #25470.
Partial fix for #18251.
2019-07-23 17:31:38 +02:00
Rémi Verschelde
07e289963c doc: Sync classref with current source 2019-07-22 12:27:52 +02:00
Rémi Verschelde
60efd67034
Merge pull request #30693 from Chaosus/lerp_angle
Added lerp_angle built-in function
2019-07-20 13:37:13 +02:00
Rémi Verschelde
d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
Chaosus
6694c119d0 Added lerp_angles built-in function
Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
2019-07-20 12:59:41 +03:00
qarmin
6cbaf7662f Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
Aaron Franke
a60f242982 Add integer posmod and rename default arg names
"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.

I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
2019-07-18 16:33:43 -04:00
Rémi Verschelde
950153757b
Merge pull request #30648 from NilsIrl/useless_casts
Remove useless casts to String
2019-07-18 09:34:55 +02:00
Bojidar Marinov
8336590154
Fix stack underflows when yielding twice
Also, refactor GDScriptFunctionState::_signal_callback, removing some excessive repetition.
Fixes #30269.
2019-07-17 23:48:49 +03:00
Nils ANDRÉ-CHANG
074115338e Remove useless casts to String 2019-07-17 11:31:42 +01:00
Rémi Verschelde
7b1ee28a03
Merge pull request #30567 from NilsIrl/static_func_inside_class
Show static functions inside classes in method list
2019-07-16 08:53:02 +02:00
Nils ANDRÉ-CHANG
9e3455cb1e Show static functions inside classes in method list 2019-07-15 17:16:57 +01:00
Shiqing
206d515783 Fix unreachable code detection in match statements 2019-07-13 19:31:49 +08:00
Hugo Locurcio
28d3a6051c
Use base Color() constructors instead of Color::html()
This results in slightly smaller binaries (-17 KB for an editor binary)
as no strings need to be allocated.
2019-07-08 21:17:10 +02:00
Rémi Verschelde
ba211bd58c
Merge pull request #30352 from bojidar-bg/28727-enum-value-check
Fix parsing of enums allowing for juxtaposed identifiers
2019-07-06 20:28:53 +02:00
Bojidar Marinov
c43e050145
Fix parsing of enums allowing for juxtaposed identifiers
Fixes #28727
2019-07-05 21:40:40 +03:00
Geequlim
ed7ed52151 Parse more informations for code completion 2019-07-04 14:00:14 +08:00
Rémi Verschelde
e81ddf1242
Merge pull request #30289 from bojidar-bg/29586-class-name-constant
Fix inheriting from class_name messing up constants
2019-07-03 21:25:20 +02:00
Bojidar Marinov
2ef438c200
Fix inheriting from class_name messing up constants
Fixes #29586
2019-07-03 17:59:29 +03:00
Bojidar Marinov
f7de816f8b
Fix parsing of arguments in constant expressions
Fixes #8006
2019-07-03 17:28:50 +03:00
Rémi Verschelde
4d99408d12
Merge pull request #28884 from vnen/yield-resume-stack
Keep GDScript functions in stack while yielding
2019-07-01 16:35:26 +02:00
Rémi Verschelde
6b30f284a0
Merge pull request #29980 from Dentrax/directed-by-qarmin
Fix some editor crashes
2019-07-01 14:59:29 +02:00
Rémi Verschelde
b0ce9401ff
Merge pull request #30126 from qarmin/remove_unnecessary_code
Remove unnecessary code and add some error explanations
2019-07-01 14:32:04 +02:00
Furkan Türkal
7d8d337b2c fix some crashes 2019-07-01 14:28:29 +03:00
qarmin
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
Rémi Verschelde
d17eac735c
Merge pull request #29815 from NilsIrl/plus_file_1
Replace ` + "/" + ` with `String::file_add()`
2019-07-01 12:06:35 +02:00
Rémi Verschelde
b4aba3ae7c
Merge pull request #30177 from hbina/use_FALLTHROUGH_macro
Applied some of FALLTHROUGH macro usage from #30122
2019-06-29 23:40:08 +02:00
hbina085
9f0c6a6009 Many fallthrough switch cases now have the FALLTHROUGH macro to tell the compiler that this is intended. 2019-06-29 16:08:48 -04:00
Andrii Doroshenko (Xrayez)
7c11a1b162 Add support for creating editor icons per module
The functionality is similar to how `doc_classes` are retrieved per module.
The build system will search for custom icons path defined per module via
`get_icons_path()` method in `config.py` or default icons path.
If such paths don't exist, only the editor's own icons will be built.

Most module icons were moved from editor/icons to respective modules.
2019-06-28 23:42:26 +03:00
Rémi Verschelde
6e03236574
Merge pull request #30134 from Calinou/doc-proofread
Proofread and improve the whole class reference
2019-06-28 12:36:41 +02:00
unknown
bd25e8d72a Fixed regression bug caused in #30095 and actually fix the issue it was supposed to fix(#26850) 2019-06-28 14:58:52 +05:30
Hugo Locurcio
f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00
Rémi Verschelde
eaaff9da31
Merge pull request #29941 from qarmin/redundant_code_and_others
Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
unknown
a859643f7e Fixed parser treating compound assignment the same as assignment which gave wrong argument usage count 2019-06-26 22:43:08 +05:30
qarmin
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
Chaosus
4c137bebe8 Extends wrapi/wrapf docs 2019-06-25 14:12:37 +03:00
Nils ANDRÉ-CHANG
d2833d4f4d Replace + "/" + with String::file_add() 2019-06-23 13:33:50 +01:00
Rémi Verschelde
92277d3a28
Merge pull request #29866 from akien-mga/nothing-that-surrounds-us-is-object-all-is-subject
GDScript: Improve error on Object to Object invalid argument calls
2019-06-19 10:40:51 +02:00
Rémi Verschelde
0764451dc5 doc: Improve docs for Resource* classes
Also move module-specific classes to their own module's `doc_classes`
folder.
2019-06-18 20:07:26 +02:00
Rémi Verschelde
d6176db271 Unexpose subclasses of ResourceFormatLoader and -Saver
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.

On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.

Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
2019-06-18 17:56:23 +02:00
Rémi Verschelde
6750e1b3cd GDScript: Improve error on Object to Object invalid argument calls
Fixes #27804.
2019-06-18 11:27:43 +02:00
Rémi Verschelde
971b5160c6
Merge pull request #29306 from qarmin/small_code_fixes
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
Rémi Verschelde
4043c8a8c9
Merge pull request #29678 from akien-mga/err-macros-semicolon
Fix error macro calls not ending with semicolon
2019-06-11 19:01:26 +02:00
Rémi Verschelde
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
MrCdK
74d336d0f4 Added export hint to 2D and 3D physics and render layers. 2019-06-07 16:30:54 +02:00
qarmin
8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
Rémi Verschelde
8cc8383a7f
Merge pull request #29433 from bojidar-bg/29406-dictionary-constant
Properly catch certain errors in Dictionary and Array declarations
2019-06-03 20:53:02 +02:00
Bojidar Marinov
b5bbedb45a
Properly catch certain errors in Dictionary declarations
Fixes #29406
2019-06-03 17:29:05 +03:00
Rémi Verschelde
b9dc2e7e4d
Merge pull request #28099 from lupoDharkael/fix-completion
Fix code completion not working with class_name
2019-06-03 14:01:07 +02:00
geequlim
eed5967c02 Fix GDSCript inner classes be freed after compile 2019-06-02 19:57:33 +08:00
Rémi Verschelde
3c4fab295b
Merge pull request #27789 from Giacom/move_towards
Added move_toward functions for float, Vector2 and Vector3
2019-06-01 12:05:18 +02:00
Rémi Verschelde
36591b1ae8
Merge pull request #28416 from JellyWX/binary-literals
Support for binary literals in GDScript
2019-05-29 08:41:05 +02:00
Giacom
c00427add3 Added move_toward functions for float, Vector2 and Vector3 2019-05-28 11:39:35 +01:00
Rémi Verschelde
633af46a66
Merge pull request #27987 from lupoDharkael/classname-duplicate
Prevent using multiple class_name in a class
2019-05-28 11:56:21 +02:00
hilfazer
ca1932636f autocomplete for enum values 2019-05-26 09:09:11 +02:00
Geequlim
ebcfe28475 Fix parse error when extends from subclass of named classes 2019-05-24 11:56:44 +08:00
Rémi Verschelde
26e0cc7aa3
Merge pull request #29041 from hbina/add_const
add const to methods that return literals
2019-05-21 15:16:41 +02:00
hbina085
f78baa5f93 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Rémi Verschelde
defd960276
Merge pull request #27886 from LeonardMeagher2/obj_to_string
Allow overriding how scripted objects are converted to strings
2019-05-20 22:37:01 +02:00
Rémi Verschelde
e0574e1d98 Fix typos with codespell
Using codespell 1.15.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
George Marques
9df1a2442b
Show function name in debugger stack trace
Also show script and line when the instance is gone when resuming from
yield.
2019-05-14 11:39:44 -03:00
George Marques
bdc6649b79
Keep GDScript functions in stack while yielding
This prevents GDScript functions from leaving the stack too soon when
they are resuming from yield, allowing the ones expecting it to finish
to know the caller.

Helps debugging cases when you use:
`yield(function_which_yields(), "completed")`
since now it shows the call that resumed that function.
2019-05-14 11:39:40 -03:00
Leonard Meagher
f7eb426e2e Allow overriding how scripted objects are converted to strings
solves #26796

- ADD `String to_string()` method to Object which can be overriden by `String _to_string()` in scripts
- ADD `String to_string(r_valid)` method to ScriptInstance to allow langauges to control how scripted objects are converted to strings
- IMPLEMENT to_string for GDScriptInstance, VisualScriptInstance, and NativeScriptInstance
- ADD Documentation about `Object.to_string` and `Object._to_string`
- Changed `Variant::operator String` to use `obj->to_string()`
2019-05-03 15:06:05 -07:00
Rémi Verschelde
c2251eab51
Merge pull request #28603 from bojidar-bg/24134-typed-array-share
Fix typed arrays and dictionaries getting their values shared
2019-05-03 18:35:57 +02:00
Bojidar Marinov
f9d9530902
Fix slight issues with autocompletion and member lists in GDScript
Fixes #27152
Fixes #28591
2019-05-02 17:13:45 +03:00
Bojidar Marinov
aff9320ff2
Fix typed arrays and dictionaries getting their values shared 2019-05-02 14:00:33 +03:00
Rémi Verschelde
ae41e35191
Merge pull request #27676 from qarmin/small_fixes_2
Small fixes to static analyzer bugs
2019-05-01 08:19:04 +02:00
Aaron Franke
620ec4703f
Make "decimal" functions more consistent
In GDScript, rename "decimals" to "step_decimals". In C#, add "StepDecimals", but keep the old functionality in a method called "DecimalCount".
2019-04-30 13:49:17 -04:00
Rémi Verschelde
9dc9434b1b
Merge pull request #24437 from mateusfccp/single_quotes_option
Add settings for single-quotes on completion
2019-04-30 14:58:33 +02:00
Aaron Franke
7f7d97f536
[Core] Expose approximate equality methods to GDScript 2019-04-25 13:20:29 -04:00
jude-lafitteIII
d3cc9c0bf1 Support for binary literals in GDScript. Added an error that shows if a point is written in a hex literal. Added highlighting for binary literals in GDScript 2019-04-25 13:44:27 +01:00
Rémi Verschelde
a342131eba
Merge pull request #27673 from qarmin/small_fixes
Small fixes, mostly duplicated code
2019-04-22 12:00:34 +02:00
Rémi Verschelde
6af69f851a doc: Drop unused <demos> tag 2019-04-19 11:03:46 +02:00
lupoDharkael
2ad302cec4 Don't allow class_name in built-in scripts 2019-04-17 17:06:21 +02:00
lupoDharkael
145a45fd3f Fix code completion not working with class_name 2019-04-16 22:27:13 +02:00
lupoDharkael
c07b49280a Prevent using multiple class_name in a class 2019-04-16 01:41:00 +02:00
lupoDharkael
14078fbb82 GDScript: add variable shadowing warning 2019-04-15 18:19:14 +02:00
Rémi Verschelde
e7a1fbe83a
Merge pull request #27863 from bojidar-bg/27460-constant-class-clash
Check subclasses too when checking for name clashes
2019-04-12 11:54:35 +02:00
Rémi Verschelde
da65d54649
Merge pull request #27867 from bojidar-bg/27489-as-self-fail
Fix as operator generating opcode 38 errors
2019-04-11 23:23:35 +02:00
George Marques
e56f5d5c91
GDScript: Don't allow built-in scripts to use class_name 2019-04-10 18:05:34 -03:00
Rémi Verschelde
07b76c0376
Merge pull request #27170 from timoschwarzer/allow-whitespaces-in-warning-ignore-comments
Allow whitespaces in warning-ignore comments
2019-04-10 18:16:10 +02:00
Bojidar Marinov
ece09f9872
Check for subclasses when checking for name clashes
Fixes #27460
2019-04-10 13:19:30 +03:00
Bojidar Marinov
f04f127680
Fix as operator generating opcode 38 errors
Closes #27489
Fixup of 466a76ac2c

Additionally, update `GDScriptCompiler` test to use Ref and to include `as` expressions.
2019-04-10 13:18:50 +03:00
Rémi Verschelde
c8994b56f9 Style: Apply new changes from clang-format 8.0
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Rémi Verschelde
918de768a5
Merge pull request #27711 from neikeq/ifdef-clang-tidy
Replace a few #if/#elif with #ifdef and "#elif defined"
2019-04-08 12:24:30 +02:00
qarmin
856a8226a5 Small fixes, mostly dupicated code 2019-04-08 11:03:37 +02:00
Rémi Verschelde
668bf1fd0d
Merge pull request #27710 from Calinou/script-templates-typed-gdscript
Add support for type hints in non-default script editor templates
2019-04-08 10:13:59 +02:00
Rémi Verschelde
d211aff777
Merge pull request #27231 from Chaosus/smoothstep
Added smoothstep built-in function
2019-04-08 10:03:42 +02:00
Chaosus
514a3fb96a Added smoothstep built-in function 2019-04-07 14:11:26 +03:00
Ignacio Etcheverry
ad2127a3e8 Replace a few #if/#elif with #ifdef and "#elif defined" 2019-04-05 23:41:51 +02:00
Hugo Locurcio
00799fc8c2
Add support for type hints in non-default script editor templates
This also refactors template processing to avoid repetition.

This closes #27074.
2019-04-05 23:19:30 +02:00
Rémi Verschelde
fc370b3feb Fix -Wimplicit-fallthrough warnings from GCC 8
Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.

The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.

Fixes #26135.
2019-04-05 15:14:53 +02:00
qarmin
8460d0678c Small fixes to static analyzer bugs 2019-04-04 22:00:16 +02:00
Rémi Verschelde
e3bd84fa57
Merge pull request #27485 from Faless/io/encode_decode_safety_pr
Safer encode/decode variant.
2019-04-01 17:00:40 +02:00
Fabio Alessandrelli
393e62b98a Add object encoding param to serialization methods
Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.

Break ABI compatibaility (API compatibility for GDNative).
2019-04-01 15:53:19 +02:00
Rémi Verschelde
39c868171e doc: Bump version to 3.2 2019-04-01 12:33:56 +02:00
Rémi Verschelde
4ec384f9d4
Merge pull request #26097 from danielspaniol/25955-wrong-unreachable-warning-after-returning-from-matchs-wildcard-pattern
Fix: Wrong unreachable warning after returning from match's wildcard pattern #25955
2019-04-01 12:17:17 +02:00
Rémi Verschelde
492153878f
Merge pull request #27128 from bojidar-bg/27111-gdscript-confounding-class
Fix GDScriptCompiler bugging out with identically-named inner class
2019-03-27 16:57:04 +01:00
Timo Schwarzer
7a0dfc04aa
Allow whitespaces in warning-ignore comments 2019-03-17 18:42:59 +01:00
Bojidar Marinov
466a76ac2c
Fix GDScriptCompiler bugging out with identically-named inner class
Fixes #27111
2019-03-16 20:41:16 +02:00
Bojidar Marinov
b64f9f03f8
Fix duplicated lines in GDScript bytecode
Fixes #26789
2019-03-14 18:38:07 +02:00
Hugo Locurcio
5a574a4f29
Fix typo in GDScript narrowing conversion warning message
This closes #26790.
2019-03-08 14:28:33 +01:00
Bojidar Marinov
9637e42705
Fix enums coming from other classes without preload
Fix #19704, fix #26001
2019-03-05 23:19:02 +02:00
Juan Linietsky
b63c506ad8 Close file handles after use of new get_as_utf8_strings, fixes #26578 2019-03-04 09:53:02 -03:00
Rémi Verschelde
425ec6914c
Revert "Forbid implicit type conversion in GDScript" 2019-03-04 12:25:59 +01:00
Rémi Verschelde
7889e9b7ca
Merge pull request #26562 from vnen/gdscript-no-implicit-cast
Forbid implicit type conversion in GDScript
2019-03-04 10:19:00 +01:00
George Marques
67fee40483
GDScript: Fix issue when detecting file class in inner class 2019-03-03 22:53:50 -03:00
George Marques
d0b08342b8
GDScript: Forbid implicit type conversion
Since types are not present in release builds, this could cause issues
where a variable does not have the exact defined type.
2019-03-03 22:25:22 -03:00
George Marques
b24cb92240
GDScript: Allow for iterator to be rededefined 2019-03-03 21:39:42 -03:00
Juan Linietsky
a9fe834a8e
Merge pull request #26547 from vnen/gdscript-dependency-parse
Add a parse mode for GDScript which doesn't load dependencies
2019-03-03 18:00:12 -03:00
George Marques
bda60bfa29
Add a dependency search mode for GDScript parser
- This mode avoids loading any other resource.
- Search for class_name now uses this mode, to avoid loading in the scan
thread.
- Implement get_dependencies() for GDScript loader, now exporting
dependencies only should include the preloaded resources.
2019-03-03 16:51:54 -03:00
George Marques
9db96d9f81
Merge pull request #26528 from bojidar-bg/26047-gdscript-object-argument
Allow parameters passed to GDScript functions to be nulled
2019-03-03 11:39:25 -03:00
Bojidar Marinov
f0efc7521e
Allow parameters passed to GDScript functions to be nulled
Previous version resulted in confusing (but actually right) errors about converting "from Object to Object", since CallError
does not include information about the actual types involved.
2019-03-03 15:24:06 +02:00
Bojidar Marinov
f207b2fe0e
Fix GDScript checking for assigning to a constant only in release 2019-03-03 12:36:27 +02:00
Rémi Verschelde
f2003b1a7e
Merge pull request #26034 from QbieShay/issue_25596
Inheriting from virtual class no longer causes the engine to crash.
2019-02-28 11:00:20 +01:00
QbieShay
8f22c2684f Inheriting from virtual class no longer causes the engine to crash, it prints an error instead.
Co-authored-by: Hein-Pieter van Braam <hp@tmm.cx>
2019-02-27 20:42:20 +01:00
Rémi Verschelde
426a6fdc17
Merge pull request #26134 from marxin/fix-Wsign-compare
Fix -Wsign-compare warnings.
2019-02-27 09:22:47 +01:00
marxin
e5f665c718 Fix -Wsign-compare warnings.
I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
2019-02-27 07:45:57 +01:00
Bojidar Marinov
db7864c1fd
Fix GDScript exports having the wrong type of default value by converting it
Also, initialize elements of PoolArrays when resizing them in the editor.
Fixes #26066.
2019-02-26 14:58:39 +02:00
George Marques
755c690252
Merge pull request #25018 from AllanDaemon/#24895
Fix support for optional parameters in setters
2019-02-24 10:45:50 -03:00
Rémi Verschelde
726f31e992
Merge pull request #26132 from marxin/fix-Wignored-qualifiers
Fix warnings seen with -Wignored-qualifiers.
2019-02-22 09:55:27 +01:00
Rémi Verschelde
60fe9321ac
Merge pull request #26099 from marxin/fix-Wtype-limits-warnings
Fix all -Wtype-limits warnings.
2019-02-22 09:44:59 +01:00
Juan Linietsky
d13ac2a413 Request to use load when cyclic reference is found, closes #26119 2019-02-21 17:27:07 -03:00
marxin
c11e7ffd0e Fix warnings seen with -Wignored-qualifiers. 2019-02-21 20:24:29 +01:00
marxin
7de7f0ef17 Fix all -Wtype-limits warnings. 2019-02-21 19:34:35 +01:00
Daniel Spaniol
79176decd5 Require return in all match branches
Before the parser only checked if the catch-all branch has a return in
order to determine if the entire match block has a return.

This code block was assumed to always return.

    match value:
        "test":
            print("test")
        _:
            return

Now as soon as one of the branches has no return, the entire match block
is marked to not have a return.
2019-02-20 21:38:11 +01:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde
d35003d92a GDScript: Remove unused switch, case and do CF keywords
They had been reserved for future implementation, but we now have the
`match` CF keyword which does the same and more.

According to @reduz `do` was even added by mistake when copying from
the shader language parser, it was never intended to add support for
`do`... `while` loops, as the syntax would be awkward in GDScript,
and the added sugar is not worth it.

Fixes #25787.
2019-02-20 14:05:08 +01:00
Rémi Verschelde
fd60724c3d
Merge pull request #25715 from hpvb/fix-25598
Add a maximum recusion depth to _guess_expression_type
2019-02-16 14:39:57 +01:00
Rémi Verschelde
89ca15693e
Merge pull request #25866 from neikeq/issue-25121
Fix exported property values being lost if base GDScript fails to parse
2019-02-14 09:21:19 +01:00
Ignacio Etcheverry
2f8d1a321a Fix exported property values being lost if base GDScript fails to parse 2019-02-14 02:36:19 +01:00
Rémi Verschelde
5fc86026ca Fix typos with codespell
Using codespell 1.14.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Rémi Verschelde
b7cc2bb1e2 Core: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`

Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Rémi Verschelde
13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Rémi Verschelde
e40395669c
Merge pull request #25550 from DualMatrix/fix-25357
Fixed Null appearing inside export variables with type hints and no default value
2019-02-12 12:01:22 +01:00
Rémi Verschelde
6c243326bd
Merge pull request #25650 from willnationsdev/script-icon
Fix script class icons looking for paths at runtime
2019-02-09 12:22:51 +01:00
Hein-Pieter van Braam
e937e74b69 Add a maximum recusion depth to _guess_expression_type
When a recursive declaration ends up in a GDScript file the
_guess_expression_type function would start looping and eventually run
out of stack space.

We now cap recusion for this function to 100 frames.

This fixes #25598
2019-02-08 22:39:08 +01:00
Will Nations
c4ff433b17 Fix script class icon filepath lookups at runtime. 2019-02-06 16:17:56 -06:00
DualMatrix
ff508dfede Fixed Null appearing inside export variables with type hints and no default value
The default value of the type is now used to initialise it.

export(int) A

Will now have A be 0 istead of Null even though it still showed as 0 before in the inspector, fixes #25357
2019-02-01 21:18:14 +01:00
Bojidar Marinov
d2e43475b5
Fix wrong error messages for invalid arguments when calling functions through call
Fixes #25505
2019-01-31 17:02:18 +02:00
Hein-Pieter van Braam
d308eb091a Fix many asan and ubsan reported issues
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.

This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Juan Linietsky
6504b88547 Ensure get script method list also checks base classes, fixes #23384 2019-01-25 10:09:44 -03:00
George Marques
587c1c90cf GDScript: do second pass of parsing on release
Some construct (like match) actually depends on the second pass. This
adds some extra checks to not perform specific type-checks on release
since not all type information is available.
2019-01-23 18:45:33 -02:00
George Marques
8464cce857 GDScript: fix default value for autoexported typed vars 2019-01-23 18:06:58 -02:00
George Marques
f439397126 GDScript: read constants from parent scripts
This is needed to create export variables from enums defined in a parent
class.
2019-01-23 17:42:06 -02:00
George Marques
f4546fc0cd GDScript: don't allow calling non-static function from script 2019-01-23 17:42:06 -02:00
George Marques
ba13aae9af GDScript: allow local classes to be used as types 2019-01-23 17:42:06 -02:00
Allan Daemon
465842d8ea Fix #24895 (support for optional parameters in setters) 2019-01-23 14:01:49 -02:00
Rémi Verschelde
d024979e84 GDScript: Fix return value of "lerp" builtin
Fixes #25082, fixes #24709.
2019-01-18 10:47:04 +01:00
Hein-Pieter van Braam
f958ba5abc
Merge pull request #25069 from vnen/gdscript-fixes
A bit more of GDScript fixes
2019-01-17 18:54:42 +01:00
George Marques
30f02dd421 GDScript compiler: check if subclass exists before comparison
Otherwise these checks might trigger the insertion of an empty value,
leading to crashes.
2019-01-17 14:38:28 -02:00
George Marques
ced9fcafd4 GDScript: clarify error message about cycles
They may happen with any cyclic dependency, not only with inheritance.
2019-01-16 16:39:44 -02:00
George Marques
20e6ff263a GDScript: fix type-check of indexed values 2019-01-16 16:02:56 -02:00
Rémi Verschelde
b910b22d74
Merge pull request #25001 from jlahman/gdscript-export-var-fix
Fixes export PackedScene "reset to default" throwing errors
2019-01-16 13:17:53 +01:00
jlahman
6661ceadcc Fixes export PackedScene "reset to default" throwing errors
When exporting variables from a gdscript, default values of uninitialized variables would never be set. This caused the default value to be Variant::NIL, and when a user tried to reset the variable through the editor, an error would be thrown because too few arguments would be counted(end of argument list for calls are detected by NIL values).

Fixed by simply setting default value to an empty variant of the proper type in gdscript parser.
2019-01-15 22:20:36 -05:00
George Marques
31433ae8e4 GDScript: check for underscore prefix when type-checking
Some classes are represented internally with an underscore prefix, so we
need to make sure we match this representation when type-checking,
otherwise the check might fail on a valid scenario.
2019-01-15 19:50:48 -02:00
George Marques
4f72c6be8a GDScript: consider constructors as always existing
There's always a constructor, even if implicit, especially for native
types.

Also don't check for signature match on function call, since this
information is not available in release builds.
2019-01-15 19:15:19 -02:00
George Marques
b0c3a3f2da GDScript: allow objects to be keys of dictionaries
The engine allows this already, so the parser should not fail in this
case.
2019-01-15 18:18:03 -02:00
George Marques
573fab7447 GDScript: don't check types on release builds
A lot of information is missing on release, and the checks might take a
performance hit. Also, having GDScript more lenient on release is
usually desirable.
2019-01-15 17:02:15 -02:00
George Marques
4d1551dbb5 GDScript autocomplete: don't carry values when guessing from is
Guessing the type from an `is` operator should no be considered an
assigment. This would cause crashes in certain scenarios.
2019-01-15 16:03:56 -02:00
Daniel Eliasinski
c719cbee69 Added autoloads as a potential type. 2019-01-11 16:28:13 -05:00
Rémi Verschelde
658296856c
Merge pull request #24877 from neikeq/issue-24280
Fix properties being lost when reloading placeholder GDScript instance
2019-01-10 18:02:57 +01:00
Rémi Verschelde
899ad484e3
Merge pull request #24883 from akien-mga/resourceformat-unregister
Consistency in resource format saver/loader de-registration
2019-01-10 14:25:09 +01:00
Andrii Doroshenko (Xrayez)
c0cc032799 Fix broken encrypted scripts during export
Use temporary cache directory instead of editor settings directory
in order to resolve encrypted file access needed for encrypting scripts
on all platforms.
2019-01-10 13:53:12 +02:00
Rémi Verschelde
e5f1d19352 Consistency in resource format saver/loader de-registration
Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()',
and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already
(which shouldn't happen since we're only unregistering things that we previously
registered.

Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative,
missed in #20552 which was last amended before #19501 was merged.
2019-01-10 12:45:57 +01:00
Ignacio Etcheverry
ea85ff0dc2 Fix properties being lost when reloading placeholder GDScript instance
During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing.
The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance.

I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
2019-01-10 01:58:50 +01:00
Timo Schwarzer
56000929fd
Fix code completion on nodes in current scene 2019-01-05 23:17:02 +01:00
Rémi Verschelde
1ba0b2bc0b
Merge pull request #24741 from timoschwarzer/24697-fix-autocomplete-segfault-in-inner-classes
Fix segfault when trying to autocomplete in inner classes
2019-01-04 19:41:24 +01:00
Rémi Verschelde
5809be9641
Merge pull request #24582 from Xrayez/script-encrypt
Bring back script encryption in export preset
2019-01-04 16:34:38 +01:00
Timo Schwarzer
d77643562b
Fix segfault when trying to autocomplete in inner classes
Fixes #24697
2019-01-03 15:51:34 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Andrii Doroshenko (Xrayez)
ba13a2bc05 Bring back script encryption in export preset
Retrieved working implementation from 2.1 branch and adapted to
existing export preset system.

Added Script tab in export preset to export script as raw text,
compiled, or encrypted (same as in 2.1). The script encryption key is
visually validated. The script export mode and the key is saved per
per preset in `export_presets.cfg`, so it makes sense to ignore this
file in version control system.

Each custom exporting procedure can retrieve an export preset set
during project exporting. Refactored project export dialog a bit to
allow easier code comprehension.
2018-12-24 17:16:14 +02:00
Mateus Felipe C. C. Pinto
ca1935d6f7 Add settings for single-quotes on completion 2018-12-18 12:48:36 -02:00
Rémi Verschelde
9df7ed59fb
Merge pull request #19501 from Zylann/custom_loaders
Added basic support for custom resource savers and loaders
2018-12-16 14:26:56 +01:00
Marc Gilleron
065e2670af Added basic support for custom resource savers and loaders 2018-12-15 05:34:53 +00:00
Rémi Verschelde
17c3c64a80 i18n: Sync translation template with current source
Also French translation update and misc fixes to source strings.
2018-12-13 14:47:24 +01:00
George Marques
74a3bf72f0
Fix type-compatibilty check in GDScript
Objects and PoolArrays are properly tested for conversion.
2018-12-07 23:53:45 -02:00
Rémi Verschelde
19f2a188bb
Merge pull request #22934 from SeleckyErik/issue-11457
GDscript function str2var now returns null on invalid input
2018-12-07 15:43:47 +01:00
Erik
78c9677816 GDscript function str2var now returns input string on invalid input
str2var used to raise a blocking error when  invalid input was passed. Now it logs an error message and
returns the input string. This solution was proposed in #13021.

Closes #11457 and #13021.
2018-11-28 14:47:40 +01:00
Aaron Franke
cb01268562 Fix many errors found by PVS-Studio
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
2018-11-28 05:03:24 -05:00
Juan Linietsky
3a93499f89 Allow signal connecting even if script is invalid (only when compiled with tools), fixes #17070 2018-11-27 19:55:37 -03:00
Rémi Verschelde
7b2ac28326
Merge pull request #23959 from RandomShaper/fix-dangling-script-fix
Fix dangling script fix
2018-11-26 10:13:00 +01:00
Pedro J. Estébanez
06b6cea62e Fix crash on signal/resume to dangling target 2018-11-25 13:16:45 +01:00
Pedro J. Estébanez
b499537e68 Revert "Fix crash on signal/resume to dangling target"
This reverts commit 54bdc1e1f6.
2018-11-24 23:46:13 +01:00
Rémi Verschelde
1c169413ff
Merge pull request #23740 from ttencate/unused_argument_22139
Prevent unused_argument warning when passing arg to parent constructor
2018-11-23 01:07:22 +01:00
Rémi Verschelde
7a9e4c2602
Merge pull request #22953 from DualMatrix/properties_gone
Fixed parents export vars not appearing in inspector if parent is class_name.
2018-11-22 19:34:41 +01:00
Rémi Verschelde
fafece44a2
Merge pull request #23789 from vnen/gdscript-empty-class-bug
Check for valid values when checking for class members
2018-11-18 11:23:43 +01:00
George Marques
3d2d04afd4
Check for valid values when checking for class members
- Check if GDScript was compiled correctly before checking its functions
and properties.
- Check if native class name is actually set before looking for it in
the ClassDB.
2018-11-17 23:23:40 -02:00
George Marques
0bc953d83b
Allow primitives to be compared to Object types with is 2018-11-17 22:41:08 -02:00
Thomas ten Cate
4a530433d4 Prevent unused_argument warning when passing arg to parent constructor
This requires creating the FunctionNode object a bit sooner, and setting
it as the current_function while parsing the parent constructor call
arguments.

Note that the return type has not yet been parsed at this point, but
that doesn't seem to be a problem.

Fixes #22139
2018-11-16 10:46:05 +01:00
George Marques
7f6f9abb2f
Make enum values not be script constants if enum is named
Anonymous enums still creates script constants.

Also add a check to see if name used for enum is already defined.
2018-11-11 01:42:20 -02:00
Rémi Verschelde
87d27e1250
Merge pull request #23639 from neikeq/gg
Fix GDScript placeholder fallback
2018-11-10 21:33:19 +01:00
Ignacio Etcheverry
7c4c646749 Fix GDScript placeholder fallback 2018-11-10 20:06:17 +01:00
Kanabenki
30d473689c Add missing flag for exported enum 2018-11-06 10:00:56 +01:00
Rémi Verschelde
118c78372e
Merge pull request #23523 from akien-mga/docs-https-latest
doc: Use HTTPS for docs.godotengine.org and point to latest branch
2018-11-05 09:39:20 +01:00
Rémi Verschelde
5f8af252e8 doc: Use HTTPS for docs.godotengine.org and point to latest branch
Fixes #23509.
2018-11-05 08:46:27 +01:00
Wilson E. Alvarez
71df4caf8f
Removed unnecessary assignments 2018-11-04 22:19:30 -05:00
Michael Alexsander Silva Dias
1ca61a35d8 Add new "push_*()" functions to GDScript 2018-10-31 15:40:19 -03:00
Pedro J. Estébanez
7095a71c02 Fix GDScript assuming awareness of whole ClassDB 2018-10-28 03:07:35 +01:00
Pedro J. Estébanez
f39ea99c08 Unify ClassDB lookups for code completion 2018-10-28 03:07:34 +01:00
Rémi Verschelde
1169196f04
Merge pull request #22779 from Superwaitsum/LimitSettings
Limit several project settings
2018-10-25 11:38:06 +02:00
Rémi Verschelde
220f50e790
Merge pull request #23240 from kubecz3k/complete-getters
Optional getters/setters editor autocomplete
2018-10-25 10:47:33 +02:00
Superwaitsum
e5041ad0f5 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
Rémi Verschelde
b41301e6f9
Merge pull request #22899 from J08nY/fix/assignment-operation-array
Do not make a function that returns Variant::NIL a void function. Fix #22791
2018-10-24 19:04:31 +02:00
Rémi Verschelde
16bdfcfa4a
Merge pull request #23094 from RandomShaper/fix-crash-signal-to-danling-obj
Fix crash on signal/resume to dangling target
2018-10-24 19:01:15 +02:00
Jakub Grzesik
ba02ccbbe0 Optional getters/setters editor autocomplete
solves #22291
2018-10-23 11:30:14 +02:00
Pedro J. Estébanez
54bdc1e1f6 Fix crash on signal/resume to dangling target
Fixes #22443.
2018-10-17 20:44:47 +02:00
Rémi Verschelde
155652908a
Merge pull request #23018 from lupoDharkael/parse-bug
GDScriptTokenizer: Fix token_names order
2018-10-16 13:30:58 +02:00
lupoDharkael
039e3e295a GDScriptTokenizer: Fix token_names order 2018-10-14 23:34:53 +02:00
Paulb23
49dc1ec749 Fix types highlighting outside of function args and var declarations, issues 22029,21638 2018-10-13 17:52:25 +01:00
DualMatrix
34c4bfeb01 Fixed parents properties not appearing in inspector if parent is class_name.
Fixed parents properties not appearing in inspector if parent is class_name.
2018-10-12 01:08:14 +02:00
J08nY
6e8f0cfdc6 Do not make a function that returns Variant::NIL a void function. Fix #22791. 2018-10-11 22:52:56 +02:00
Aaron Franke
4f7b33cdcf Remove redundant "== false" code
Some of this code has been re-organized.
f
2018-10-06 16:20:41 -04:00
George Marques
6c9b1a5db2
Fix compiler warnings in GDScript module 2018-10-06 09:41:31 -03:00
Mariusz Chwalba
99d9af4fba Revert cause of #22794 2018-10-06 13:26:22 +02:00
Rémi Verschelde
95131e6f23 Fix warnings on release builds (not DEBUG_ENABLED)
Fixes the following Clang 5 warnings:
```
modules/bmp/image_loader_bmp.cpp:46:60: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
modules/bmp/image_loader_bmp.cpp:48:61: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
drivers/png/image_loader_png.cpp:231:20: warning: comparison of unsigned expression >= 0 is always true [-Wtautological-compare]
scene/gui/graph_edit.cpp:1045:8: warning: comparison of constant 0 with expression of type 'bool' is always false [-Wtautological-constant-out-of-range-compare]

core/class_db.cpp:812:13: warning: unused variable 'check' [-Wunused-variable]
core/io/file_access_pack.cpp:172:11: warning: unused variable 'ver_rev' [-Wunused-variable]
core/math/bsp_tree.cpp:195:13: warning: unused variable 'plane' [-Wunused-variable]
core/math/bsp_tree.cpp:168:6: warning: unused variable 'plane_count' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:685:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:706:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:755:19: warning: unused variable 'var_type' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:1306:12: warning: unused variable 'err' [-Wunused-variable]

modules/gdscript/gdscript_function.cpp:158:15: warning: unused function '_get_var_type' [-Wunused-function]
modules/gdscript/gdscript_parser.cpp:750:20: warning: unused variable 'lv' [-Wunused-variable]
modules/gdscript/gdscript_parser.cpp:59:15: warning: unused function '_find_function_name' [-Wunused-function]
scene/main/node.cpp:2489:13: warning: unused function '_Node_debug_sn' [-Wunused-function]
```
2018-10-03 17:34:55 +02:00
Rémi Verschelde
b1b625f4f5 Fix various Clang 7 warnings about unused stuff
Namely:
[-Wunneeded-internal-declaration]
[-Wunused-comparison]
[-Wunused-const-variable]
[-Wunused-function]
[-Wunused-private-fields]

Fixes the following Clang 7 warnings:
```
editor/plugins/script_editor_plugin.cpp:1417:20: warning: function '_find_node_with_script' is not needed and will not be emitted [-Wunneeded-internal-declaration]
editor/scene_tree_dock.cpp:1859:14: warning: function '_find_last_visible' is not needed and will not be emitted [-Wunneeded-internal-declaration]

modules/gdscript/gdscript_parser.cpp:7838:19: warning: equality comparison result unused [-Wunused-comparison]

scene/resources/mesh.cpp:549:35: warning: unused variable '_array_types' [-Wunused-const-variable]
scene/resources/mesh.cpp:563:18: warning: unused variable '_format_translate' [-Wunused-const-variable]

drivers/gles3/rasterizer_scene_gles3.cpp:54:28: warning: unused function 'store_transform2d' [-Wunused-function]

core/io/file_access_network.h:50:6: warning: private field 'ml' is not used [-Wunused-private-field]
core/io/file_access_zip.h:93:14: warning: private field 'archive' is not used [-Wunused-private-field]
core/io/resource_format_binary.h:122:6: warning: private field 'bin_meta_idx' is not used [-Wunused-private-field]
core/message_queue.h:47:9: warning: private field 'mutex' is not used [-Wunused-private-field]
main/tests/test_gui.cpp:63:11: warning: private field 'control' is not used [-Wunused-private-field]
modules/gdscript/gdscript_parser.h:558:7: warning: private field 'completion_static' is not used [-Wunused-private-field]
platform/x11/os_x11.h:148:11: warning: private field 'ip_unix' is not used [-Wunused-private-field]
platform/x11/os_x11.h:180:7: warning: private field 'net_wm_icon' is not used [-Wunused-private-field]
platform/x11/os_x11.h:189:6: warning: private field 'audio_driver_index' is not used [-Wunused-private-field]
platform/x11/os_x11.h:190:15: warning: private field 'capture_idle' is not used [-Wunused-private-field]
servers/physics/body_pair_sw.h:79:6: warning: private field 'cc' is not used [-Wunused-private-field]
servers/visual/visual_server_raster.h:62:7: warning: private field 'draw_extra_frame' is not used [-Wunused-private-field]
```
2018-10-01 17:32:12 +02:00
Rémi Verschelde
62ecb44035 Fix warning about functions defined but not used [-Wunused-function]
Fixes the following GCC 5 warnings:
```
core/io/zip_io.h:128:26: warning: 'zlib_filefunc_def zipio_create_io_from_file(FileAccess**)' defined but not used [-Wunused-function]
core/script_debugger_remote.cpp:110:17: warning: 'ObjectID safe_get_instance_id(const Variant&)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:103:12: warning: 'int _socket_create(IP::Type&, int, int)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:45:15: warning: 'size_t _set_sockaddr(sockaddr_storage*, const IP_Address&, int, IP::Type)' defined but not used [-Wunused-function]
drivers/unix/socket_helpers.h:76:15: warning: 'size_t _set_listen_sockaddr(sockaddr_storage*, int, IP::Type, IP_Address)' defined but not used [-Wunused-function]
editor/editor_fonts.cpp:40:24: warning: 'Ref<BitmapFont> make_font(int, int, int, int, const int*, const Ref<Texture>&)' defined but not used [-Wunused-function]
editor/editor_themes.cpp:85:26: warning: 'Ref<StyleBoxFlat> change_border_color(Ref<StyleBoxFlat>, Color)' defined but not used [-Wunused-function]
editor/import/editor_import_collada.cpp:493:13: warning: 'void _generate_normals(const PoolVector<int>&, const PoolVector<Vector3>&, PoolVector<Vector3>&)' defined but not used [-Wunused-function]
editor/import/editor_import_collada.cpp:524:13: warning: 'void _generate_tangents_and_binormals(const PoolVector<int>&, const PoolVector<Vector3>&, const PoolVector<Vector3>&, const PoolVector<Vector3>&, PoolVector<float>&)' defined but not used [-Wunused-function]
editor/pvrtc_compress.cpp:118:13: warning: 'void _compress_etc(Image*)' defined but not used [-Wunused-function]
modules/etc/image_etc.cpp:89:13: warning: 'void _decompress_etc1(Image*)' defined but not used [-Wunused-function]
modules/etc/image_etc.cpp:93:13: warning: 'void _decompress_etc2(Image*)' defined but not used [-Wunused-function]
modules/gdscript/editor/gdscript_highlighter.cpp:46:13: warning: 'bool _is_whitespace(CharType)' defined but not used [-Wunused-function]
scene/2d/cpu_particles_2d.cpp:510:14: warning: 'float rand_from_seed_m1_p1(uint32_t&)' defined but not used [-Wunused-function]
scene/3d/cpu_particles.cpp:474:14: warning: 'float rand_from_seed_m1_p1(uint32_t&)' defined but not used [-Wunused-function]
scene/resources/default_theme/default_theme.cpp:123:20: warning: 'Ref<Shader> make_shader(const char*, const char*, const char*)' defined but not used [-Wunused-function]
scene/resources/default_theme/default_theme.cpp:130:24: warning: 'Ref<BitmapFont> make_font(int, int, int, int, const int*, const Ref<Texture>&)' defined but not used [-Wunused-function]
```

Had to split `core/io/zip_io.h` into header and .cpp file without 'static' keyword.

Not fixed yet (static definition in header used in some files but not all):
```
modules/websocket/lws_helper.h:111:13: warning: 'void _lws_make_protocols(void*, int (*)(lws*, lws_callback_reasons, void*, void*, size_t), PoolVector<String>, _LWSRef**)' defined but not used [-Wunused-function]
```

Also fixed a couple other warnings missed in previous commits.
2018-09-29 22:26:12 +02:00
Rémi Verschelde
2091f20443 Fix warnings about wrong member initialization order [-Wreorder]
Fixes the following GCC 5 warnings:
```
core/object.h:193:11: warning: 'MethodInfo::flags' will be initialized after [-Wreorder]
core/object.h:192:15: warning:   'PropertyInfo MethodInfo::return_val' [-Wreorder]
core/object.cpp:278:1: warning:   when initialized here [-Wreorder]
core/script_debugger_remote.h:97:6: warning: 'ScriptDebuggerRemote::max_cps' will be initialized after [-Wreorder]
core/script_debugger_remote.h:91:6: warning:   'int ScriptDebuggerRemote::max_messages_per_frame' [-Wreorder]
core/script_debugger_remote.cpp:1086:1: warning:   when initialized here [-Wreorder]
core/script_debugger_remote.h:98:6: warning: 'ScriptDebuggerRemote::char_count' will be initialized after [-Wreorder]
core/script_debugger_remote.h:92:6: warning:   'int ScriptDebuggerRemote::n_messages_dropped' [-Wreorder]
core/script_debugger_remote.cpp:1086:1: warning:   when initialized here [-Wreorder]
modules/bullet/area_bullet.h:102:7: warning: 'AreaBullet::isScratched' will be initialized after [-Wreorder]
modules/bullet/area_bullet.h:92:39: warning:   'PhysicsServer::AreaSpaceOverrideMode AreaBullet::spOv_mode' [-Wreorder]
modules/bullet/area_bullet.cpp:46:1: warning:   when initialized here [-Wreorder]
modules/bullet/collision_object_bullet.h:127:15: warning: 'CollisionObjectBullet::space' will be initialized after [-Wreorder]
modules/bullet/collision_object_bullet.h:117:7: warning:   'CollisionObjectBullet::Type CollisionObjectBullet::type' [-Wreorder]
modules/bullet/collision_object_bullet.cpp:67:1: warning:   when initialized here [-Wreorder]
modules/bullet/godot_ray_world_algorithm.h:48:7: warning: 'GodotRayWorldAlgorithm::m_ownManifol1d' will be initialized after [-Wreorder]
modules/bullet/godot_ray_world_algorithm.h:46:33: warning:   'const btDiscreteDynamicsWorld* GodotRayWorldAlgorithm::m_world' [-Wreorder]
modules/bullet/godot_ray_world_algorithm.cpp:50:1: warning:   when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:91:18: warning: 'GodotAllConvexResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:89:6: warning:   'int GodotAllConvexResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:93:2: warning:   when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:142:18: warning: 'GodotAllContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:140:6: warning:   'int GodotAllContactResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:147:2: warning:   when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:168:18: warning: 'GodotContactPairContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:166:6: warning:   'int GodotContactPairContactResultCallback::m_resultMax' [-Wreorder]
modules/bullet/godot_result_callbacks.h:173:2: warning:   when initialized here [-Wreorder]
modules/bullet/godot_result_callbacks.h:195:18: warning: 'GodotRestInfoContactResultCallback::m_exclude' will be initialized after [-Wreorder]
modules/bullet/godot_result_callbacks.h:191:7: warning:   'bool GodotRestInfoContactResultCallback::m_collided' [-Wreorder]
modules/bullet/godot_result_callbacks.h:199:2: warning:   when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:200:9: warning: 'RigidBodyBullet::gravity_scale' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:199:9: warning:   'real_t RigidBodyBullet::mass' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning:   when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:222:28: warning: 'RigidBodyBullet::force_integration_callback' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:219:7: warning:   'bool RigidBodyBullet::isTransformChanged' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning:   when initialized here [-Wreorder]
modules/bullet/rigid_body_bullet.h:220:7: warning: 'RigidBodyBullet::previousActiveState' will be initialized after [-Wreorder]
modules/bullet/rigid_body_bullet.h:208:6: warning:   'int RigidBodyBullet::maxCollisionsDetection' [-Wreorder]
modules/bullet/rigid_body_bullet.cpp:258:1: warning:   when initialized here [-Wreorder]
modules/bullet/soft_body_bullet.h:69:9: warning: 'SoftBodyBullet::total_mass' will be initialized after [-Wreorder]
modules/bullet/soft_body_bullet.h:68:6: warning:   'int SoftBodyBullet::simulation_precision' [-Wreorder]
modules/bullet/soft_body_bullet.cpp:38:1: warning:   when initialized here [-Wreorder]
modules/bullet/soft_body_bullet.h:76:9: warning: 'SoftBodyBullet::drag_coefficient' will be initialized after [-Wreorder]
modules/bullet/soft_body_bullet.h:61:14: warning:   'btSoftBody* SoftBodyBullet::bt_soft_body' [-Wreorder]
modules/bullet/soft_body_bullet.cpp:38:1: warning:   when initialized here [-Wreorder]
modules/bullet/space_bullet.h:97:22: warning: 'SpaceBullet::solver' will be initialized after [-Wreorder]
modules/bullet/space_bullet.h:95:35: warning:   'btDefaultCollisionConfiguration* SpaceBullet::collisionConfiguration' [-Wreorder]
modules/bullet/space_bullet.cpp:333:1: warning:   when initialized here [-Wreorder]
modules/bullet/space_bullet.h:101:23: warning: 'SpaceBullet::soft_body_world_info' will be initialized after [-Wreorder]
modules/bullet/space_bullet.h:99:23: warning:   'btGhostPairCallback* SpaceBullet::ghostPairCallback' [-Wreorder]
modules/bullet/space_bullet.cpp:333:1: warning:   when initialized here [-Wreorder]
modules/gdnative/nativescript/nativescript.h:79:13: warning: 'NativeScriptDesc::base_native_type' will be initialized after [-Wreorder]
modules/gdnative/nativescript/nativescript.h:73:9: warning:   'String NativeScriptDesc::documentation' [-Wreorder]
modules/gdnative/nativescript/nativescript.h:88:9: warning:   when initialized here [-Wreorder]
modules/gdscript/gdscript.h:296:6: warning: 'GDScriptWarning::line' will be initialized after [-Wreorder]
modules/gdscript/gdscript.h:294:4: warning:   'GDScriptWarning::Code GDScriptWarning::code' [-Wreorder]
modules/gdscript/gdscript.h:303:2: warning:   when initialized here [-Wreorder]
scene/3d/physics_body.h:544:7: warning: 'PhysicalBone::simulate_physics' will be initialized after [-Wreorder]
scene/3d/physics_body.h:543:7: warning:   'bool PhysicalBone::_internal_static_body' [-Wreorder]
scene/3d/physics_body.cpp:2502:1: warning:   when initialized here [-Wreorder]
scene/3d/physics_body.h:546:6: warning: 'PhysicalBone::bone_id' will be initialized after [-Wreorder]
scene/3d/physics_body.h:539:12: warning:   'Skeleton* PhysicalBone::parent_skeleton' [-Wreorder]
scene/3d/physics_body.cpp:2502:1: warning:   when initialized here [-Wreorder]
scene/3d/spring_arm.h:44:11: warning: 'SpringArm::mask' will be initialized after [-Wreorder]
scene/3d/spring_arm.h:43:8: warning:   'float SpringArm::current_spring_length' [-Wreorder]
scene/3d/spring_arm.cpp:37:1: warning:   when initialized here [-Wreorder]
scene/animation/skeleton_ik.h:159:11: warning: 'SkeletonIK::target_node_override' will be initialized after [-Wreorder]
scene/animation/skeleton_ik.h:152:7: warning:   'bool SkeletonIK::use_magnet' [-Wreorder]
scene/animation/skeleton_ik.cpp:418:1: warning:   when initialized here [-Wreorder]
scene/resources/tile_set.h:84:9: warning: 'TileSet::AutotileData::size' will be initialized after [-Wreorder]
scene/resources/tile_set.h:83:7: warning:   'int TileSet::AutotileData::spacing' [-Wreorder]
scene/resources/tile_set.h:92:12: warning:   when initialized here [-Wreorder]
scene/resources/tile_set.h:115:12: warning: 'TileSet::TileData::tile_mode' will be initialized after [-Wreorder]
scene/resources/tile_set.h:114:9: warning:   'Color TileSet::TileData::modulate' [-Wreorder]
scene/resources/tile_set.h:120:12: warning:   when initialized here [-Wreorder]
servers/physics/body_sw.h:84:19: warning: 'BodySW::direct_state_query_list' will be initialized after [-Wreorder]
servers/physics/body_sw.h:57:11: warning:   'uint16_t BodySW::locked_axis' [-Wreorder]
servers/physics/body_sw.cpp:756:1: warning:   when initialized here [-Wreorder]
```

Nothing really relevant for us, but it's not a bad consistency
improvement anyway so worth taking.
2018-09-28 17:30:28 +02:00
Rémi Verschelde
3a2ca68af3 SCons: Build thirdparty code in own env, disable warnings
Also remove unnecessary `Export('env')` in other SCsubs,
Export should only be used when exporting *new* objects.
2018-09-28 14:07:39 +02:00
Rémi Verschelde
7b081a7fc8 Fix warnings about unhandled enum value in switch [-Wswitch]
Fixes GCC 5 warnings of the form:

core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]

Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
2018-09-27 18:34:30 +02:00
Rémi Verschelde
cdc411fd54 Fix various warnings: [-Waddress], [-Wpointer-arith], [-Wwrite-strings], [-Wreturn-local-addr] and more
Fixes the following GCC 5 warnings:
```
core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress]
servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress]

drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith]

modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]

modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr]

editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive
modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file

editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed
modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed
scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed
scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed
```
2018-09-27 16:33:52 +02:00
Rémi Verschelde
cda5b0bfe1 Fix warnings about unused variables [-Wunused-variable]
Fixes the following GCC 5 warnings:
```
drivers/gles2/rasterizer_scene_gles2.cpp:1139:15: warning: unused variable 'offset' [-Wunused-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:1205:39: warning: unused variable 'multi_mesh' [-Wunused-variable]
drivers/gles2/rasterizer_storage_gles2.cpp:359:7: warning: unused variable 'srgb' [-Wunused-variable]
drivers/gles2/shader_gles2.cpp:1016:45: warning: unused variable 'texture_hints' [-Wunused-variable]
editor/animation_track_editor.cpp:776:9: warning: unused variable 'keys_to' [-Wunused-variable]
editor/editor_inspector.cpp:273:7: warning: unused variable 'vs_height' [-Wunused-variable]
editor/editor_themes.cpp:202:10: warning: unused variable 'begin_time' [-Wunused-variable]
editor/editor_themes.cpp:239:10: warning: unused variable 'end_time' [-Wunused-variable]
editor/plugins/animation_blend_tree_editor_plugin.cpp:726:17: warning: unused variable 'an' [-Wunused-variable]
editor/plugins/script_text_editor.cpp:1278:8: warning: unused variable 'fold_state' [-Wunused-variable]
main/main.cpp:132:13: warning: 'use_vsync' defined but not used [-Wunused-variable]
modules/cvtt/image_compress_cvtt.cpp:231:8: warning: unused variable 'y_end' [-Wunused-variable]
modules/cvtt/image_compress_cvtt.cpp:311:6: warning: unused variable 'shift' [-Wunused-variable]
modules/gdscript/gdscript_editor.cpp:58:7: warning: unused variable 'th' [-Wunused-variable]
modules/gridmap/grid_map.cpp:1084:6: warning: unused variable 'ofs' [-Wunused-variable]
modules/theora/video_stream_theora.cpp:442:9: warning: unused variable 'tr' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2606:6: warning: unused variable 'count' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2829:6: warning: unused variable 'seq_count' [-Wunused-variable]
modules/visual_script/visual_script_editor.cpp:2844:24: warning: unused variable 'vnode_function' [-Wunused-variable]
modules/websocket/lws_peer.cpp:122:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:135:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:63:12: warning: unused variable 'peer_data' [-Wunused-variable]
modules/websocket/lws_peer.cpp:91:12: warning: unused variable 'peer_data' [-Wunused-variable]
platform/android/export/export.cpp:763:16: warning: unused variable 'node_size' [-Wunused-variable]
scene/gui/rich_text_label.cpp:850:10: warning: unused variable 'x_ofs' [-Wunused-variable]
scene/gui/text_edit.cpp:653:8: warning: unused variable 'tab_w' [-Wunused-variable]
scene/resources/bit_mask.cpp:186:6: warning: unused variable 'i' [-Wunused-variable]
scene/resources/mesh.cpp:549:20: warning: '_array_name' defined but not used [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:107:10: warning: unused variable 'v2' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:108:10: warning: unused variable 'v3' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:109:10: warning: unused variable 'v4' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:110:10: warning: unused variable 'v5' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:111:10: warning: unused variable 'v0n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:112:10: warning: unused variable 'v1n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:113:10: warning: unused variable 'v2n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:114:10: warning: unused variable 'v3n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:115:10: warning: unused variable 'v4n' [-Wunused-variable]
servers/audio/audio_rb_resampler.cpp:116:10: warning: unused variable 'v5n' [-Wunused-variable]
servers/visual/default_mouse_cursor.xpm:2:21: warning: 'default_mouse_cursor_xpm' defined but not used [-Wunused-variable]
```
2018-09-27 16:25:24 +02:00
Rémi Verschelde
bca2d3ad40 Fix invalid comparison warnings: [-Wbool-compare] and [-Wenum-compare]
Fixes the following GCC 5 warnings and actual bugs:
```
drivers/unix/net_socket_posix.cpp:562:28: warning: comparison between 'enum IP::Type' and 'enum NetSocket::Type' [-Wenum-compare]
modules/gdscript/gdscript_function.cpp:792:26: warning: comparison of constant '17' with boolean expression is always true [-Wbool-compare]
modules/gdscript/gdscript_function.cpp:792:26: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
modules/gdscript/gdscript_parser.cpp:5082:58: warning: comparison of constant '6' with boolean expression is always false [-Wbool-compare]
modules/gdscript/gdscript_parser.cpp:5082:58: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
modules/mbedtls/stream_peer_mbed_tls.cpp:286:45: warning: comparison between 'enum StreamPeerTCP::Status' and 'enum StreamPeerSSL::Status' [-Wenum-compare]
modules/mbedtls/stream_peer_mbed_tls.cpp:313:45: warning: comparison between 'enum StreamPeerTCP::Status' and 'enum StreamPeerSSL::Status' [-Wenum-compare]
```
2018-09-27 16:25:24 +02:00
George Marques
b1187b9a2f
GDScript: Revert extra deletion when creating instance
Revert part of e4af39cbc0 that was causing
a crash.
2018-09-19 11:17:47 -03:00
George Marques
825e85ab23
GDScript: Error on empty blocks at the end of file
Fix #15415
2018-09-19 11:17:46 -03:00
George Marques
02acb07d81
GDScript: Fix autocompletion inference after is check
Fix #21915
2018-09-19 11:17:46 -03:00
George Marques
726e836cd9
GDScript: Fix infinite loop in autocomplete
It happened when the definition of the variable contained the variable
itself.
2018-09-19 11:17:46 -03:00
George Marques
e6a6ea65c7
GDScript: Forbid enum values to shadow constants
- Don't allow constants to shadow parent members.
- Fix a spelling mistake.

Fix #13175
2018-09-19 11:17:46 -03:00
George Marques
6c70c4c358
GDScript: Fix autocomplete crash when searching default values
Fix #21700
2018-09-19 11:17:46 -03:00
George Marques
b530031442
GDScript: Allow Object constants to be used with qualifier
Fix #15125
2018-09-19 11:17:46 -03:00
George Marques
4907a1cd28
GDScript: Fix stack address test in compiler 2018-09-19 11:17:45 -03:00
Rémi Verschelde
4075c80ea9
Merge pull request #22165 from DualMatrix/atan2_plain_wrong
Fixed argument names having wrong order for atan2
2018-09-17 12:33:26 +02:00
DualMatrix
4bad2beeed Fixed argument names being swapped for atan2
The arguments of atan2() should be y,x instead of x,y This was just wrong since the internal atan2 already had y,x as parameters, so if you followed the autocomplete the result would just be wrong.
2018-09-16 21:27:54 +02:00
Mariusz Chwalba
47bf26c40d test for depreciacion warnings only on debug builds
Fix adherence to clang-format rules
2018-09-16 19:37:51 +02:00
Fabio Alessandrelli
c0e4d7efca Add GDScript slave keyword deprecation warning. 2018-09-15 01:50:34 +02:00
Fabio Alessandrelli
1e9b46d687 Clearly deprecate sync too in favor of remotesync.
NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
2018-09-15 00:06:03 +02:00
Fabio Alessandrelli
d6b31daec6 Rename slave keyword to puppet
The slave keyword will still be available as deprecated in 3.1 but will
be dropped from future releases.
2018-09-15 00:06:03 +02:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz
08bde5b2de Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde
0faafa6f4d Fix crash when extending non-existing GDScript file
Fixes #21682 with a partial revert of #21411.
The ~Ref() destructor (from 'scriptres') already takes care
of freeing the 'script' resource.
2018-09-10 20:46:20 +02:00
Paulb23
f051f5110e Fixed scientific notaion not highlighting correctly, issue 21435 2018-09-08 13:42:11 +01:00
WiggleWizard
d227a9ae12 Fixed return type for get_stack() function call 2018-09-05 11:29:06 +01:00
Rémi Verschelde
f06b7d40c8
Merge pull request #21449 from vnen/gdscript-builtin-is
Allow `is` operator to test built-in types
2018-08-27 17:48:11 +02:00
Rémi Verschelde
5b87864385
Merge pull request #21369 from Noshyaar/exportflag
Deprecating bit flags export with no hint text
2018-08-27 17:47:21 +02:00
Rémi Verschelde
49cf675ef4
Merge pull request #21450 from vnen/gdscript-type-space
Remove space before colon on type hints
2018-08-27 10:42:19 +02:00
George Marques
de45b18ddb
GDScript: Remove space before colon on type hints 2018-08-26 13:43:13 -03:00
George Marques
4b974a36b7
GDScript: Allow is operator to test built-in types 2018-08-26 13:31:23 -03:00
Crazy-P
e4af39cbc0 Fixes several resource leaks in ...
- gdscript
- gdscript_compiler
- regex
- android/export
- gles3/rasterizer (scene and storage)
2018-08-26 09:19:02 +08:00
Poommetee Ketson
cee6d5620a Deprecating bit flags export with no hint text 2018-08-24 20:46:04 +07:00
Rémi Verschelde
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
George Marques
94d662ad55
GDScript: Ignore unused arguments/local vars that start with _
Makes it simple to ignore particular arguments without adding special
comments, especially in engine-defined functions.
2018-08-21 20:29:43 -03:00
George Marques
4d2b9a4b35
GDScript: Show warning messages only on debugger
Don't show on console/output anymore.
2018-08-21 20:29:33 -03:00
George Marques
fdf18a4198
GDScript: Fix undefined behavior on GDScriptTokenizerBuffer 2018-08-21 13:54:52 -03:00
George Marques
abbdb9d951
GDScript: Forbid invalid identifiers in match bindings
Also forbid shadowing a variable from an upper scope.
2018-08-21 13:38:18 -03:00
George Marques
d97624e295
GDSCript: Fix cyclic class dependency detection 2018-08-21 13:14:11 -03:00
Hugo Locurcio
649c3bee3b
Highlight multiline strings as strings instead of comments
Since multiline comments are not officially supported in GDScript, it is
more common to see multiline strings being used as strings rather than
as comments (which are actually standalone expressions here).

This closes #21142.
2018-08-19 13:47:57 +02:00
Will Nations
3ed9231117 Fix error spam from loading script class icons 2018-08-15 10:17:28 -05:00
Will Nations
6d9cc032e7 Add custom icons to script classes. 2018-08-14 14:18:05 -05:00
Rémi Verschelde
b4f579b5ba
Merge pull request #20583 from neikeq/issue-15371
Fix case where exported properties value is lost
2018-08-14 21:08:56 +02:00
Chaosus
179e15f876 Remove usage console spam 2018-08-13 16:51:17 +03:00
George Marques
eb48119821
Added system for GDScript warnings
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
2018-08-10 16:00:47 -03:00
Bernhard Liebl
ba974b8d1e Allow some non-integer built-in constants in gdscript 2018-07-31 17:56:48 +02:00
Ignacio Etcheverry
f3c7527225 Fix case where exported properties value is lost
Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation

- Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly.
- Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false.
- Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty.
- PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not.
- Fixed a few problems during reloading of C# scripts.
2018-07-29 22:40:12 +02:00
George Marques
e8da2a60b3
GDScript: Fix parse error in string formatting 2018-07-26 10:52:11 -03:00
George Marques
0b78e4f9e3
GDScript: Add type inference syntax for function arguments 2018-07-25 21:06:35 -03:00
George Marques
7db7b43cb0
GDScript: Fix type detection for String formatting operator 2018-07-25 20:50:13 -03:00
George Marques
aeb0b3114d
GDScript: Fix type detection on Object typed assign
Also make typed assigns a debug-only thing, so release builds are more
lenient on errors.
2018-07-25 20:50:12 -03:00
George Marques
a3ae4a9510
GDScript: Allow accessing constants of outer classes 2018-07-25 20:50:12 -03:00
George Marques
a62f4af7ba
GDScript: Enable built-in function introspection in non-tools
Only for debug builds. Fix problems in non-tools targets.
2018-07-25 20:50:12 -03:00
George Marques
3d6609303b
GDScript: Fix bogus error when a cursor token is found on class 2018-07-25 20:50:12 -03:00
George Marques
1ac9c0fe3a
GDScript: Allow strict conversion when assigning typed variables 2018-07-25 20:50:12 -03:00
George Marques
96ee93e8c7
GDScript: Fix mismatching between export hint and type hint 2018-07-25 20:50:12 -03:00
George Marques
4cb17191b8
GDScript: Allow inherited method to add optional arguments
Also show the parent method signature in the error message.
2018-07-25 20:50:11 -03:00
George Marques
cd6ad5462c
GDScript: Fix returned value of get_default_argument_count() 2018-07-25 20:50:11 -03:00
George Marques
65c069c8d9
GDScript: Fix main script detection 2018-07-25 20:50:11 -03:00
George Marques
b7bd85e70c
GDScript: Look up local scope first for detecting type 2018-07-25 20:50:11 -03:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
George Marques
3e87ad5187
Rewrite code completion
- Use data type struct from the parser.
- Avail from type hints when type can't be guessed.
- Consider inner classes and other scripts when looking for candidates.
2018-07-20 21:55:18 -03:00
George Marques
3445dca01d
Add ability to infer variable type from assigned value
Syntax: var x : = 42
Infers the type of "x" to be an integer.
2018-07-20 21:55:18 -03:00
George Marques
03746da73f
Add editor highlight for type-safe lines
The line number is hightlighted to indicate that the line contains only
type-safe code.
2018-07-20 21:55:18 -03:00
George Marques
a2305cd8b2
Fix line number detection in some parser nodes 2018-07-20 21:55:17 -03:00
George Marques
75f395c2a0
Use type hints to improve completion
- Allow type hints to be completed.
- Use type information to infer completion candidates.
- Show typed function signature in tooltip.
- Add type hints when completing declaration from virtual functions
(optional).
2018-07-20 21:55:17 -03:00
George Marques
95351ac867
Add syntax highlighting to type hints 2018-07-20 21:55:17 -03:00
George Marques
e3d72d14ff
Use type information to enable GDScript introspection
This makes the Script API provide accurate information when requesting
property or method info.
2018-07-20 21:55:17 -03:00
George Marques
4b18c4e448
Add typed instructions to GDScript
- Typed assignment (built-in, native, and script).
- Cast (built-in conversion; native and script checks).
- Check type of functions arguments on call.
- Check type of members on set.
2018-07-20 21:55:17 -03:00
George Marques
743053734f
Add static type checks in the parser
- Resolve types for all identifiers.
- Error when identifier is not found.
- Match return type and error when not returning a value when it should.
- Check unreachable code (code after sure return).
- Match argument count and types for function calls.
- Determine if return type of function call matches the assignment.
- Do static type check with match statement when possible.
- Use type hints to determine export type.
- Check compatibility between type hint and explicit export type.
2018-07-20 21:55:16 -03:00
George Marques
f7793fc5c9
Store type hint of declared identifiers 2018-07-20 21:55:16 -03:00
George Marques
b7a00aead0
Move inheritance resolution to the parser 2018-07-20 21:55:16 -03:00
George Marques
8aab9a06d4
Add typing syntax 2018-07-20 21:55:16 -03:00
Rémi Verschelde
7c9f7452f4 Style: Format code with clang-format 6.0.1 2018-07-18 16:27:03 +02:00
Juan Linietsky
a3f1ee5c57 Global class names (and GDScript support for it) 2018-07-15 19:29:00 -03:00
Max Hilbrunner
3f272c6ae6
Merge pull request #19637 from dragmz/19548
Fix onready vars / vars accessing class members if _ready / _init not present
2018-07-05 04:15:47 +02:00
Max Hilbrunner
d988d188ad
Merge pull request #18966 from chanon/new-debug-print
Add new debug print method that shows line number where the print came from
2018-07-04 23:50:45 +02:00
Max Hilbrunner
aad475937b
Merge pull request #19828 from jjay/fix_yield_leak
Fix memory leak in GDScript during infinnity loops with yields
2018-07-03 18:51:13 +02:00
Max Hilbrunner
5885e1c6dd
Merge pull request #18976 from chanon/new-get-stack
Add new get_stack function to get GDScript stack trace as array
2018-07-03 17:50:05 +02:00
Max Hilbrunner
0705eb904a
Merge pull request #19251 from YeldhamDev/script_templates_changes
Small changes to the comments in the script templates
2018-07-03 16:48:03 +02:00
Yasha Borevich
30317296af Fix memory leak in GDScript during infinnity loops with yields 2018-06-28 23:55:30 +03:00
Marcin Zawiejski
317dcb084b Fix onready vars / vars accessing class members if _ready / _init not present 2018-06-18 23:31:48 +02:00
Bojidar Marinov
8ecef3496c
Add proper type information to array property
Part of #19158
2018-06-18 22:24:31 +03:00
Paulb23
08c036b706 Removed duplicate default colours and removed GDScriptHighligher colours from main editor. 2018-06-13 18:25:02 +01:00
Rémi Verschelde
f0fa590210
Merge pull request #19526 from robojumper/fix_tutorials
Add support for tutorial links to makerst.py
2018-06-13 14:29:45 +02:00
robojumper
98b59cf2a3 Add support for tutorial links to makerst.py
Also change the <tutorials> structure to make use of individual <link> tags
2018-06-12 17:40:24 +02:00
Jairo Honorio
afcac41d31 Inner classes' functions now appear in the editor's functions panel
Fixes #19386
2018-06-12 10:43:37 -03:00
Michael Alexsander Silva Dias
fd17b960e9 Small changes to the comments in the script templates. 2018-06-11 02:04:51 -03:00
Rémi Verschelde
3334209a73 SCons: Pass env to modules can_build method
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
2018-05-30 19:11:36 +02:00
Fabio Alessandrelli
8e35d937a9 New sync keywords in GDScript, NativeScript, Mono 2018-05-29 20:26:41 +02:00
Fabio Alessandrelli
1400f6fdc4 Refactor RPCMode enum and checks 2018-05-29 20:26:41 +02:00
Max Hilbrunner
4c69a495c9
Revert "RPCMode refactor, more sync modes" 2018-05-29 11:47:52 +02:00
Max Hilbrunner
d0b62ce155
Merge pull request #19021 from Faless/rpc_sync_fix
RPCMode refactor, more sync modes
2018-05-29 09:44:03 +02:00
George Marques
38284bc6da
Enable singletons to be recognized as constant expressions
Fix #14681
2018-05-28 13:40:16 -03:00
chanon
3ea6d9f37d add new print_debug method which shows source and line number 2018-05-28 18:37:07 +07:00
Fabio Alessandrelli
a5e8a3be5e New sync keywords in GDScript, NativeScript, Mono 2018-05-26 10:49:33 +02:00
Fabio Alessandrelli
9de4ffde61 Refactor RPCMode enum and checks 2018-05-26 10:43:43 +02:00
Max Hilbrunner
aee8d26252
Merge pull request #19131 from YeldhamDev/connection_comment_capitalize
Capitalized comments of methods created by the Connect Signal dialog
2018-05-24 01:21:17 +02:00
Michael Alexsander Silva Dias
4e257293d9 Capitalized comments of methods created by the Connect Signal dialog. 2018-05-23 18:11:00 -03:00
George Marques
3cec24baa8
Fix positive operator in GDScript compiler 2018-05-23 17:43:56 -03:00
chanon
a56d6ff35f add new get_stack function to get GDScript stack trace as array 2018-05-17 21:06:30 +07:00
Rémi Verschelde
b0649d2718
Merge pull request #18405 from flashyincceo/gdscript-constants-help
Fix Ctrl+click on @GDScript constants
2018-05-17 09:36:55 +02:00
Juan Linietsky
47d4a011d8
Merge pull request #18545 from vnen/editor-autoload
Enable autoload in editor
2018-05-14 17:59:34 -03:00
Rémi Verschelde
919d802e66
Merge pull request #18183 from Paulb23/gdscript_highlighter_inital_changes
GDScript function definition and get_node shortcut syntax highlighting
2018-05-10 01:25:51 +02:00
Juan Linietsky
299d8a80ba
Merge pull request #16106 from poke1024/gdscript-lerp
GDScript: generalize lerp
2018-05-07 20:36:31 -03:00
Juan Linietsky
ff1e7cfbf4 Add is_instance_valid() method to GDScript, ending more than a decade of pain. 2018-05-07 17:30:03 -03:00
Max Hilbrunner
ffb6f8f1ca
Merge pull request #18406 from YeldhamDev/script_templates_period
Changed periods in the script templates
2018-05-04 11:20:16 +02:00
Rémi Verschelde
460e551ddf
Merge pull request #16418 from bojidar-bg/15961-gdscript-array-export
Allow exporting arrays of resources in GDScript
2018-05-03 21:19:15 +02:00
Michael Alexsander Silva Dias
093b069bf6 Changed periods in the script templates. 2018-05-02 11:42:09 -03:00
Rémi Verschelde
d33308921d
Merge pull request #18553 from bzztbomb/fix/stack_underflow_when_debuggin_in_release
Fix a crash when trying to run Godot debugger on a release build.
2018-05-02 10:48:45 +02:00
Rémi Verschelde
b0cf3628aa
Merge pull request #18452 from flashyincceo/enum-no-class
Fix enums without class name not opening docs page
2018-05-02 10:32:19 +02:00
Rémi Verschelde
fb917b5568
Merge pull request #18531 from KidRigger/issue5972
Adds keywords to autocomplete predictions.
2018-05-02 10:22:08 +02:00
Brian Richardson
9149b11973 Fix a crash when trying to run Godot debugger on a release build.
The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
2018-05-01 15:40:30 -07:00
Rémi Verschelde
de97339a2d
Merge pull request #18291 from akien-mga/coverity-uninitialized-scalar-var
Fix Coverity reports of uninitialized scalar variable
2018-05-01 19:14:07 +02:00
George Marques
decf178033
Enable autoload in editor
- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
2018-05-01 11:44:08 -03:00
Peter Folkins
ccd986f53e Fix enums without class name not opening docs page 2018-05-01 07:57:53 -05:00
Anish
6e32157a65 Adds keywords to autocomplete predictions.
Adds keywords to the autocomplete prediction in GDScript so
they are not replaced by irrelevant predictions.

Fixes: #5972
2018-05-01 11:48:16 +05:30
Peter Folkins
825d49dfe2 Fix Ctrl+click on @GDScript constants 2018-04-24 20:50:21 -05:00
Hugo Locurcio
1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
Paulb23
adeed58477 Added GDScript NodePath highlighting 2018-04-20 21:00:07 +01:00
Paulb23
4cd16f6ba9 Added GDScript function definition highlighting 2018-04-20 20:54:31 +01:00
Paulb23
28dfc7f915 GDScript highlighter now remembers previous state 2018-04-20 20:46:08 +01:00
Paulb23
c3d93edf3d Exclude GDScriptSyntaxHighlighter from non-tool builds 2018-04-20 20:45:57 +01:00
Rémi Verschelde
bf7ca623a6 Fix Coverity reports of uninitialized scalar variable
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html

These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-19 15:20:45 +02:00
Rémi Verschelde
36552c2c90
Merge pull request #18040 from Paulb23/color_region_cache
Fixed colour regions and added local colour region cache
2018-04-09 16:05:26 +02:00
Juan Linietsky
34e367597d
Merge pull request #16556 from aragar/master
For-in loop variable added to autocompletion
2018-04-08 17:25:01 -03:00
Paulb23
b571a29df5 Fixed color regions and added local color region cache 2018-04-07 14:14:19 +01:00
Paulb23
63c8d0f455 Renamed GDSyntaxHighlighter to GDScriptSyntaxHighlighter 2018-04-04 20:02:42 +01:00
Rémi Verschelde
5ede505f14
Merge pull request #17923 from Paulb23/add_abstract_syntax_highlighter
Abstracted the syntax highlighter from text edit.
2018-04-04 09:50:51 +02:00
Felix Yang
7d5a40c3e6 Ctrl+Clicking a enum now scrolls down to it in the docs. 2018-04-03 21:56:54 +02:00
Paulb23
f7c727e6c3 Abstracted the syntax highlighter from text edit 2018-04-02 12:41:44 +01:00
Hein-Pieter van Braam
aed2fedd16
Merge pull request #17291 from Warlaan/master
completed-signal for coroutines with more than one yield
2018-03-15 23:11:37 +01:00
Poommetee Ketson
01ec06d9ae
Fix script template on _ready behavior 2018-03-15 18:38:53 +07:00
Lars Kokemohr
3dfef37628 completed-signal is emitted by all GDScriptFunctionStates of a coroutine now, allowing to yield for completion of a function with more than one yield inside. 2018-03-14 16:42:13 +01:00
x1212
d2dc8fd423 fix enum from preloaded script in export
without triggering unnecessary reloads and parsing.
2018-03-04 18:01:15 +01:00
Rémi Verschelde
3fa77b3172 doc: Remove status from hardcoded version string
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-27 13:40:49 +01:00
anakimluke
bd3b958a25 Removed whitespaces around arguments of functions.
Functions automatically generated by conneting
signals via GUI put whitespaces around the
arguments of the generated function. This is
inconsistent with the style guide.

This commit fixes that.

(cherry picked from commit 370f84f41c)
2018-02-24 01:34:26 +01:00
luz.paz
612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Rémi Verschelde
7455244866
Merge pull request #15852 from poke1024/color_hsv
Add Color.from_hsv()
2018-02-19 21:51:04 +01:00
Rémi Verschelde
43de4eb4d2
Merge pull request #15933 from x1212/fix_preload_in_exports
fix spurious error messages during autocomplete and validate
2018-02-19 21:46:26 +01:00
Rémi Verschelde
aeed774fef
Merge pull request #16173 from vnen/gdscript-arguments
Add argument count check for some GDScript functions
2018-02-19 21:35:53 +01:00
Rémi Verschelde
3c7a39b40c doc: Update version string in header 2018-02-19 10:46:33 +01:00
x1212
48c9ed4545 fix spurious error messages during autocomplete and validate
_parse() caused resets on members like validating and
for_completion by calling clear().
2018-02-14 18:13:00 +01:00
Rémi Verschelde
11441e1556
Merge pull request #16176 from vnen/gdscript-default-args
Show default values in docs for GDScript built-in functions
2018-02-14 15:48:48 +01:00
Rado'sPC\aRaGaR
f97ebdcab3 For-in loop variable added to autocompletion
Fix for #16494
2018-02-11 11:29:30 +02:00
Bojidar Marinov
d855fdb451
Allow exporting arrays of resources in GDScript
Fixes #15961
2018-02-05 16:41:13 +02:00
Andreas Haas
95cfa9bf74
GDScriptParser: Remove debug prints. 2018-02-02 20:37:59 +01:00
George Marques
dca2ae78dd
Show default values in docs for GDScript built-in functions 2018-01-30 02:08:12 -02:00
George Marques
802d5c4c6c
Add argument count check for some GDScript functions
- Print functions have no check.
- Also remove extra apostrophe from the error report.
2018-01-30 01:32:08 -02:00
Bernhard Liebl
05a16549ef GDScript: generalize lerp 2018-01-27 08:14:13 +01:00
Rémi Verschelde
f2e3825616 doc: Fix references to online tutorials after godotengine/godot-docs#1015 2018-01-25 09:03:59 +01:00
Rémi Verschelde
d516aab8fa doc: Sync with current source
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
2018-01-25 08:50:56 +01:00
Bernhard Liebl
ec98e0b715 GDScript: always call ResourceLoader::load() in non-completion mode 2018-01-21 09:32:52 +01:00
Juan Linietsky
c58891ff4c Allow shadowing class members with local variables in GDScript, closes #15896 2018-01-20 17:45:19 -03:00
Rémi Verschelde
0359fed313
Merge pull request #15849 from poke1024/preload-completion
GDScript: fix autocompletion for preload() (issue 15766)
2018-01-18 23:21:41 +01:00
Bernhard Liebl
67ae443c56 Suppress errors on autocompletion for preload() 2018-01-18 22:29:45 +01:00
Bernhard Liebl
be55171231 Add Color.from_hsv() 2018-01-18 22:13:00 +01:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Bernhard Liebl
ae4cd5b6da GDScript: fix autocompletion for preload() (issue 15766) 2018-01-18 19:37:21 +01:00
Rémi Verschelde
6c46787749 doc: Replace some more "val" with "value" + sync 2018-01-17 10:43:23 +01:00
Chaosus
0c9312c6b8 Fixes for parameter names of builtin functions in visual scripts/core 2018-01-16 19:49:45 +03:00
Juan Linietsky
03475ba197 Filled tutorial field in most relevent classes.
Added tutorial display in doc.
2018-01-15 18:41:13 -03:00
Rémi Verschelde
e28cdc4654 doc: Update version string in XML 2018-01-13 11:43:42 +01:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
Ignacio Etcheverry
5be356b72f Mono: Implement stack info for errors and exceptions 2018-01-09 17:19:03 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
3db1c6a6f5
Merge pull request #15089 from poke1024/funcref-warn
Warn about funcref creation
2018-01-03 11:03:03 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Bernhard Liebl
29f7f48c42 Warn about funcref creation 2017-12-26 23:16:41 +01:00
Rémi Verschelde
8f25a2dc11 Cleanup some #if 0'd code 2017-12-17 15:40:24 +01:00
Rémi Verschelde
1b9c8daf7b
Merge pull request #12845 from remorse107/Array-Dictionary-Fix
Fix issue #11400.  Fixes issue with arrays and dictionary acting as static objects between different instances of objects.
2017-12-16 15:49:07 +01:00
Juan Linietsky
93a63a5e1a GDScript files are converted to binary on export now. 2017-12-14 15:34:47 -03:00
Andreas Haas
0e624234da
Scons: Build modules in seperate env. 2017-12-13 15:46:35 +01:00
Bojidar Marinov
2c190b975e
Properly support nested ternary expressions
Fixes 14324.
2017-12-11 15:36:32 +02:00
Rémi Verschelde
a845411454 Style: Re-apply clang-format over recent invalid additions 2017-12-10 01:27:02 +01:00
George Marques
3d8dd7b327
Make GDScript parser raise error when exporting Object 2017-12-09 15:35:02 -02:00
Juan Linietsky
dcab01618a Fixed is_playing funtion (was reporting wrong), closes #13928
Made error reporting to opcode_set in gdscript a bit clearer
2017-12-07 18:14:39 -03:00
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Rémi Verschelde
d5ca9e2f6f Style: Apply clang-format again on all files
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
2017-12-07 08:02:00 +01:00
Juan Linietsky
bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Rémi Verschelde
bc75fae579 doc: Update header version for 3.0-beta 2017-11-24 09:16:52 +01:00
pablotato
054a2ac579 Add cartesian to polar conversion functions 2017-11-20 23:34:40 +01:00
sanikoyes
fb801d4964 Allow to extends constant variable 2017-11-20 23:24:52 +01:00
Rémi Verschelde
6065b2d177
Merge pull request #11940 from GodotExplorer/debugger
Enhanced debugger for godot 3.0
2017-11-20 22:55:49 +01:00
Rémi Verschelde
7b5c447301
Merge pull request #12952 from bojidar-bg/12392-export-enums
Allow exporting enums from GDScript
2017-11-20 09:11:46 +01:00
Robert Morse
74872fd23e Fix issue #11400. Fixes issue with arrays and dictionary acting as static objects between different instances of objects. 2017-11-17 17:49:52 -06:00
Juan Linietsky
ebbe2bd572
Merge pull request #12930 from vnen/gdscrit-output-print
Make tool scripts print on the editor Output panel
2017-11-17 16:05:44 -03:00
Ferenc Arn
d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Bojidar Marinov
e4a36d0eda
Allow exporting enums from GDScript
Use as `export(E) ...`
Closes #12392
2017-11-17 14:33:36 +02:00
Geequlim
fab66af7e9 Move the remote scene tree to the scene tree dock.
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.
2017-11-17 12:01:54 +08:00
geequlim
475cee9c0f Abstract some method for script system 2017-11-17 09:20:32 +08:00
George Marques
1d12470a78
Add print_error function, akin to print_line 2017-11-16 21:56:57 -02:00
Rémi Verschelde
4cfc29611e GDScript: Refactor "GD" class prefix to "GDScript" 2017-11-16 18:54:56 +01:00
Rémi Verschelde
3002130a6d
Merge pull request #12957 from bojidar-bg/12928-numeric-underscores
Allow underscores in GDScript numeric literals
2017-11-16 09:04:31 +01:00
Bojidar Marinov
443ce6fef2
Allow underscores in GDScript numeric literals
Closes #12928
2017-11-15 22:53:08 +02:00
Rémi Verschelde
677e95d8d1 doc: Make all module docs self-contained 2017-11-15 21:29:33 +01:00
Rémi Verschelde
e7701bb2de doc: Rename "@Global Scope" to "@GlobalScope"
Spaces in filenames are evil.
2017-11-15 20:41:16 +01:00
Juan Linietsky
a5c3e3084a When script changes, defer tree updating. Fixes #9704 2017-11-15 10:41:31 -03:00
Rémi Verschelde
61a693cf78
Merge pull request #12922 from eska014/engine-singletons
Singleton management changes
2017-11-14 20:44:55 +01:00
Leon Krause
9b7b46143d Move singleton management from ProjectSettings to Engine 2017-11-14 15:15:13 +01:00
Michael Alexsander Silva Dias
3fac4ef336 Fixed signal connection dialog ignoring indentation settings when creating a function. 2017-11-13 17:45:13 -02:00
Rémi Verschelde
51ffd45202
Merge pull request #12627 from Goutte/feat-support-tau
Add support for TAU constant.
2017-11-12 21:11:39 +01:00
Goutte
91ca725f9b Add support for the TAU constant. Fixes #12094. 2017-11-12 13:32:35 +01:00
Paulb23
b835aec87b Fixed help lookup not finding classes, issue 11867 2017-11-11 23:50:56 +00:00
Hein-Pieter van Braam
38ae49e574 Make sure we don't leak when an opcode is followed by itself
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
2017-11-09 17:57:43 +01:00
Bojidar Marinov
b7fd065f5c
Fix crash when guessing type of variable declared to itself
Fixes #10972
2017-11-08 22:17:08 +02:00
Rémi Verschelde
ea0e942617
Merge pull request #12035 from Chaosus/wrapfunc
Added new Wrap functions for numbers
2017-10-31 23:30:50 +01:00
Unknown
7683ff3e42 Fix get_node() and $ autocompletion when using single quotes 2017-10-30 21:58:32 +01:00
Jerome67000
2609cc9ef4 Removes Script::get_node_type()
used before GDScript, with squirrel apparently
2017-10-25 20:11:30 +02:00
Rémi Verschelde
847c55bcb1 Merge pull request #12365 from neikeq/p
Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog
2017-10-24 18:59:26 +02:00
Ignacio Etcheverry
e218a13a64 Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog
- 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.
2017-10-24 15:48:58 +02:00
jagt
822af935e3 fix editor crash when missing variable in pattern match dispatch 2017-10-24 13:07:21 +08:00
mhilbrunner
ba779c1c0c Add _process(delta) to new script templates. Closes #11994. 2017-10-22 21:07:34 +02:00
Chaosus
216a8aa643 Added new wrap functions 2017-10-13 11:10:45 +03:00
Ruslan Mustakov
61ddf52983 Add NIL_IS_VARIANT usage to few definitions
The missing usage flag led to GDNative API descriptions containting
arguments with "void" type.
2017-10-05 18:51:22 +07:00
Hein-Pieter van Braam
6c15c23889 Replace a OPCODE_BREAK with break in opcode 31
This was a mistake made in 520d84e. There are no more other looping
structures left in this function.
2017-10-01 16:51:05 +02:00
Juan Linietsky
0a5799fb43 Properly allow completion on variable initializer arguments, closes #9359 2017-09-29 19:43:31 -03:00
Scayze
0722df4829 Fixed wrong break statement in GDFunction::call 2017-09-27 03:23:39 +02:00
Hein-Pieter van Braam
0a338a28d9 Remove several checks on DEBUG_RELEASE
These errors shouldn't be possible on a tested game. Remove the checks
on release. Shaves about 10% off of tight loops.
2017-09-25 18:29:18 +02:00
Hein-Pieter van Braam
520d84e042 Use computed goto to dispatch next opcode
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.
2017-09-25 18:29:13 +02:00
Hein-Pieter van Braam
22358babda Implement Linux-style likely()/unlikely() macros
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.
2017-09-21 18:28:28 +02:00
Hein-Pieter van Braam
833c3917b2 Allow booleanization of all types
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.
2017-09-19 18:55:31 +02:00
Hein-Pieter van Braam
60790c8c5a Remove more GDScript runtime checks on release
As a preparation for other performance enhancements to GDScript:call()
start by removing more of the GDScript runtime checks on release.

This code has been tested with 2d/platformer, 3d/platformer,
3d/materials_test, and goltorus. No regressions were found.
2017-09-19 02:06:47 +02:00
Hein-Pieter van Braam
137f8a58a8 Move Variant::evaluate() switch to computed goto
In an effort to make GDScript a little faster replace the double
switch() with a computed goto on compilers that set __GNUC__. For
compilers that don't support computed goto it will fall back to regular
switch/case statements.

In addition disable using boolean values in a mathematical context. Now
boolean values can only be compared with other booleans. Booleans will
also no longer be coerced to integers.

This PR replaces #11308 and fixes #11291
2017-09-17 22:49:23 +02:00
William Taylor
8632408dbd Changed/Added descriptions in @GDScript. Added examples. Fixed return types of two … (#11146)
Doc: Improved descriptions in GDScript docs

Added examples and fixed return types of two methods.
2017-09-12 15:00:29 +02:00
Rémi Verschelde
2b50dc5d4f Merge pull request #11057 from hpvb/fix-various-warnings
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
Poommetee Ketson
dccb37417c Implement String len() 2017-09-11 08:43:25 +07:00
Hein-Pieter van Braam
67a706fc1b Fix various assorted warnings
Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08 14:57:48 +02:00
Ignacio Etcheverry
52a7be4eef Fixes language overridden external editors 2017-09-03 21:23:36 +02:00
Poommetee Ketson
459f526119 Fix typos 'a' and 'an' 2017-09-02 21:19:06 +07:00
Hein-Pieter van Braam
9c63ab99f0 Fix use of unitialized variables
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Juan Linietsky
9c3bddfac2 Merge pull request #10745 from neikeq/fix-docdata-and-stuff
DocData and virtual method type hints fixes
2017-08-29 20:11:07 -03:00
Ignacio Etcheverry
8bd92a96a4 Makes built-in vararg methods actual vararg methods
- Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them.
- Makes EditorHelp display built-in vararg methods correctly.
2017-08-29 19:40:28 +02:00
Ignacio Etcheverry
c16d00591b DocData and type hints fixes
- 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.
2017-08-29 19:40:21 +02:00
Juan Linietsky
8fce79aaee -Some fixes to code completion.
-Fix getter in code completion being displayed when it shouldn't
-Clean up preview generation for editors and exposed it as editor plugin
2017-08-28 00:04:24 -03:00
Juan Linietsky
d23f323cde -Moved script run to editor, removed from project
-fixed to code completion
-fix shader crash bug reported by tagcup
2017-08-27 19:04:19 -03:00
Hein-Pieter van Braam
8064fbb174 Fix a crash in gdscript callbacks
This fixes a crash running the 'goltorus' project.
2017-08-27 23:49:13 +02:00
Rémi Verschelde
7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
3e25cf9e05 Add two missing Null checks
These Null checks were removed in #10581 but actually changed the
logic of the functions in this case.

This fixes #10654
2017-08-26 23:40:45 +02:00
Rémi Verschelde
490aef9369 Merge pull request #10581 from hpvb/fix-gcc6+
Make cast_to a static member of Object.
2017-08-25 08:37:38 +02:00
Juan Linietsky
b1c0e45b03 Implemented, The Amazing Zylann Hack (tm), fixes #10603 2017-08-25 00:34:32 -03:00
Hein-Pieter van Braam
cacced7e50 Convert Object::cast_to() to the static version
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/
2017-08-24 23:08:24 +02:00
Andreas Haas
f61e8695c9
GDScript: More reliable check if loading a template.
Prevents showing some useless parse errors in the console.
2017-08-24 22:08:23 +02:00
Rémi Verschelde
3ea0943f64 Fix mismatched signatures for GDScriptLanguage::complete_code 2017-08-24 12:44:51 +02:00
Juan Linietsky
36e0a72c77 -Code completion for enumerations
-Disabled GDNative and GDNativeScript so build compiles again
2017-08-24 00:06:56 -03:00
Juan Linietsky
3d1c031871 Changed MethodBind API to request information from methods. It's much claner now.
Also changed PropertyInfo to include informatino about class names.
2017-08-23 19:11:11 -03:00
Rémi Verschelde
1ad68c946e Merge pull request #10542 from karroffel/gdscript-match-index
support enums and nested constants in match statement
2017-08-23 08:05:52 +02:00
Wilson E. Alvarez
baa94a3758 Removed unnecessary returns and break statements 2017-08-22 13:01:57 -04:00
Karroffel
57654d4b95 support enums and nested constants in match statement
The initial version of the pattern matcher in GDScript does not
allow matching on nested identifiers, only one identifiers available
in the current scope.

With the introduction of enums to GDScript that's a huge missing
feature. This commit makes the parser accept indexed constants and
variables to properly support enums.
2017-08-22 17:45:05 +02:00
Rémi Verschelde
df590fc2d3 Merge pull request #10340 from Rubonnek/remove-unnecessary-assignments
Removed unnecessary assignments
2017-08-22 00:58:12 +02:00
Rémi Verschelde
135027a2f6 Merge pull request #10225 from Noshyaar/map
GDScript Built-in: add inverse_lerp & range_lerp
2017-08-22 00:31:46 +02:00
Wilson E. Alvarez
738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
Juan Linietsky
541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Ignacio Etcheverry
90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Poommetee Ketson
d28da86f9f GDScript Built-in: add inverse_lerp & range_lerp 2017-08-18 21:49:03 +07:00
Marcelo Fernandez
eab850524e Add closest_power_of_2 func and implement mix_rate/latency on OS X 2017-08-17 19:51:13 -03:00
Rémi Verschelde
b1ecaaa22b Merge pull request #10307 from Rubonnek/update-argument-names
Updated function argument names
2017-08-16 17:17:56 +02:00
Pedro J. Estébanez
ae2d449047 Revive inspector property evaluation
GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work.

Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead.

Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10`

Closes #9500.
2017-08-16 03:01:41 +02:00
Wilson E. Alvarez
428f03cf06 Updated function argument names 2017-08-12 15:12:49 -04:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Juan Linietsky
95f10c620d push variable later when created, to avoid self-referencing as a valid case, closes #6111 2017-08-08 11:44:49 -03:00
Juan Linietsky
c6120e77a8 Implement len() gdscript built-in function for python users, closes #1960 2017-08-07 18:38:47 -03:00
Indah Sylvia
5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Bojidar Marinov
a5fb82c28c
Fix $a/b being parsed as division 2017-07-26 18:51:03 +03:00
Rémi Verschelde
a931052c79 Merge pull request #9731 from Xrayez/gdscript-completion
Update GDScript completion names for Pool*Arrays
2017-07-25 21:05:42 +02:00
Karroffel
5319098aef fix a regression (GDScript) from e00630b
This removes `not` from the variable safe list of
keywords.
Before that this was a valid expression:
    self.!(some_arg)

The other fix is just a forgotten boolean negation.
2017-07-25 20:01:19 +02:00
Andrii Doroshenko (Xrayez)
72436956dd Update GDScript completion names for Pool*Arrays
Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.

Moved "project_settings.h" down one line to comply with the clang-format rules.

Fixes #9638

Closed pull request #9714 because I messed up with commits, sorry!
2017-07-25 12:14:40 +03:00
Rémi Verschelde
e00630bfca Merge pull request #8217 from bojidar-bg/gdscript-fix-keyword-call
Make GDScript allow some keywords as identifiers
2017-07-25 08:18:10 +02:00
Bojidar Marinov
1936e1d2be
Make GDScript allow some keywords as identifiers
Fixes #8085
Added some comments around the use of is_token_literal, as discussed.
2017-07-23 23:34:31 +03:00
Poommetee Ketson
c7c65ca6ba Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
Juan Linietsky
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Poommetee Ketson
49c7620326 Add object type hint for docs 2017-07-19 02:03:34 +07:00
Juan Linietsky
bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Rémi Verschelde
a5d500f023 Merge pull request #8573 from neikeq/gdfs-completed
Adds "completed" signal to GDFunctionState
2017-07-11 11:14:22 +02:00
geequlim
6687484958 Better user expirence with external text editors.
Implements open_in_external_editor for subclasses of ScriptLanguage.
Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor.
2017-06-27 12:55:16 +08:00
Rémi Verschelde
9c186a754f Merge pull request #8783 from bojidar-bg/fix-range-loop-type
Fix for..in range() resulting in floats instead of ints
2017-06-24 23:39:55 +02:00
Juan Linietsky
00e5ba3143 Remove methods from code completion which are already exposed by properties, makes completion cleaner and more close to the documentation. 2017-06-23 15:10:46 -03:00
Mariano Suligoy
7fe750583e GdScript: Add signal autocompletion to emit_signal function 2017-06-23 07:51:49 -03:00
Ignacio Etcheverry
07fe7d99ea Adds completed signal to GDFunctionState 2017-06-23 02:29:23 +02:00
Bojidar Marinov
26a51c3c0b
Reimplement for..in range() so that it always results in ints
Fixes #8278, fixup of bfef8de1bc
2017-06-22 20:41:52 +03:00
Andreas Haas
8361b1ce07 Add ability to use custom script templates.
Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.

Ideas for further improvements:

- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
2017-06-13 20:03:08 +00:00
Andreas Haas
015d36d18b
GDScript: Use "is" keyword for type checking.
Replaces the `extends` keyword with `is` in the context of testing for type compatibility.
`extends` is still used for declaring class inheritance.

Example:

```gdscript
extends Node2D

func _input(ev):
	if ev is InputEventKey:
		print("yay, key event")
```
2017-05-27 10:59:59 +02:00
Juan Linietsky
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Rémi Verschelde
dcc44f05b7 Merge pull request #8798 from RandomShaper/gdfs-ext-check
Add extended check option to GDFunctionState::is_valid()
2017-05-18 12:51:29 +02:00
Pedro J. Estébanez
b69d4ebff4 Add extended check option to GDFunctionState::is_valid() 2017-05-17 14:55:59 +02:00
Juan Linietsky
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Bojidar Marinov
837a667225
Fix #8674, and rename a few things for clarity 2017-05-08 22:39:27 +03:00
Paulb23
c4ffe89204 Changed indent type settings 2017-04-26 12:14:03 +01:00
Ramesh Ravone
924bccdbd1
Honoring the Indent setting for gdscript 2017-04-25 06:57:49 +05:30
Karroffel
67886bab1e fixed a bug where saving a GDScript file crashed the editor
I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
2017-04-24 19:26:32 +02:00
Rémi Verschelde
9acfb0782c Merge pull request #8444 from magyar123/pr-complete-paths
Script editor now automatically completes file paths in GDScript
2017-04-24 11:37:57 +02:00
Rémi Verschelde
68870af214 Merge pull request #8420 from magyar123/pr-script-files-as-base
Added the ability to select files as base when creating scripts
2017-04-24 11:28:36 +02:00
Karroffel
885239fb09 re-added MultiScript
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.
2017-04-24 01:49:40 +02:00
mbalint12
71978685f9 Added autocomplete for file paths in the script editor 2017-04-18 17:22:01 +02:00
Paulb23
84bca4e72f Added support for space indentation 2017-04-18 12:30:46 +01:00
mbalint12
a3afec588c Added the ability to select files as base when creating scripts 2017-04-15 23:29:09 +02:00
Bojidar Marinov
7cc561fe0e
Fixup #8123, seems like I forgot a few things
Should close #8315
Please test, I'm still unsure I did it correctly...
2017-04-08 19:42:37 +03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
curtisxk38
d35fab7382 Fix typo in Parser Error message 2017-04-05 23:11:05 -04:00
Saggi Mizrahi
c464609bda Add '$' to token names
It was missing from this array and would cause godot to crash or report
bad errors.

Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-04-01 03:20:23 +03:00
Rémi Verschelde
495710c3d6 Merge pull request #8123 from bojidar-bg/gdscript-inline-block-indent
Make inline blocks in GDScript more (or less) pythonic
2017-03-24 22:52:09 +01:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Bojidar Marinov
18ab88b3f1
Make inline blocks in GDScript more pythonic
Fixes #8001
2017-03-23 20:07:02 +02:00
Rémi Verschelde
33a2c5def0 Merge pull request #8095 from RandomShaper/fix-yield-crash
Fix random crashes when using yield()
2017-03-21 11:07:07 +01:00
Pedro J. Estébanez
0664a9ef8e Fix random crashes when using yield() 2017-03-21 02:53:06 +01:00
mbalint12
edaf77abd6 Fixed typo in gdscript autocompletion.
There was a missing '!' sign, but autocompletion shows parent script members too.
2017-03-17 23:27:44 +01:00
Pedro J. Estébanez
31af5a31fb Skip asserts on non-debug builds at compiler level 2017-03-13 00:25:29 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Rémi Verschelde
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
Rémi Verschelde
a1cbe8e22b Merge pull request #7878 from RebelliousX/else
Bunch of missing `else` statements and general logic
2017-02-28 23:03:10 +01:00
Saracen
5e938f0001 Inf and NaN support added to GDScript. 2017-02-28 21:52:33 +00:00
Thaer Razeq
f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Rémi Verschelde
1ec8b9fb7d Merge pull request #7851 from shlomif/fix-some-compilation-warnings
Get rid of some compilation warnings.
2017-02-26 20:22:48 +01:00
Rémi Verschelde
a78c314b0e Merge pull request #7809 from hpvb/fix-6798
Allow preload to accept a const string.
2017-02-26 20:12:36 +01:00
Shlomi Fish
0a2c387d5c Fix some compilation warnings.
Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
2017-02-21 11:59:19 +02:00
Juan Linietsky
de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam
b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes #7354 and fixes #6947.
2017-02-16 18:44:29 +01:00
Hein-Pieter van Braam
3e5743ca36 Allow preload to accept a const string.
In preload() parsing this code will lookup the identifier in the local
constant database. If the identifier corresponds to a string constant
it is used as the path for preload().

Currently this does not work for global constants, only constants
declared in the same class as the preload is happening. We can implement
a full fix too. Maybe we can use this PR to discuss the possibilities.

This (partially) fixes #6798
2017-02-16 14:29:18 +01:00
Juan Linietsky
d7fd86d51a -begin of export work, not done yet
-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
Hein-Pieter van Braam
e8611966de Remove bounds check when resuming from yield.
The code would get a pointer to the beginning of the call_args by using
operator[] at the stack Vector. This does bound checking. When there are
no call_args this bound check fails and the error mentioned in #7796
gets triggered.

This bound check is actually not necessary as call_args just gets set to
NULL and never dereferenced. This new code will just unconditionally set
the pointer to the place where the call_args are if there are any. There
is no NULL check for call_args anywhere so this is safe.

Fixes #7796
2017-02-13 21:59:05 +01:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
lonesurvivor
c71a6c6d71 Fix parsing bug which causes range(variable) to crash the engine
problem was a segmentation fault caused by trying to access Vector constants[0] which isn't there if op->arguments.size() is not bigger than one.

- the changed OR condition didn't make sense (always true), should be AND
- changes the "constant" variable to be false per default and gets set to true when there is actually something pushed to "constants"
2017-02-04 20:57:39 +01:00
Juan Linietsky
96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
Rémi Verschelde
5027799c13 Merge pull request #7583 from karroffel/wildcard
made _ a special token in GDScript
2017-01-23 07:55:11 +01:00
karroffel
c24c739da5 made _ a special token in GDScript 2017-01-20 09:26:55 +01:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
bf05dab74f Merge pull request #7532 from tagcup/pcg_prng
Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
2017-01-16 20:06:54 +01:00
Rémi Verschelde
2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde
3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Ferenc Arn
4c9004671a Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant with 32-bit output, 64-bit state).
PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
2017-01-15 19:15:16 -06:00
Rémi Verschelde
e0faf8a51b Style: Cosmetic fixes to play nice with clang-format 2017-01-15 16:42:17 +01:00
James Mintram
dab73c701a Compile error when duplicate key in dictionery literal #7034 2017-01-14 22:08:49 +01:00
Juan Linietsky
4261880c94 Merge pull request #6845 from karroffel/master
Adds pattern matching to GDScript
2017-01-14 17:08:10 -03:00
Juan Linietsky
7924f08a6a Merge pull request #4918 from jjay/f/error_on_redefine
Redefine var results in an error
2017-01-14 17:07:08 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky
6dd7d2c1f7 Implicit inheritance now defaults to Resource, will error for node scripts if extends not used. 2017-01-12 16:00:57 -03:00
Juan Linietsky
bfef8de1bc More efficient iteration syntax, and range() is converted behind the scenes to it. 2017-01-11 20:10:23 -03:00
Rémi Verschelde
42802ab9dc Merge pull request #6930 from bojidar-bg/gdscript-export-array-hint
Allow typing hints for Array class (in GDScript and Inspector)
2017-01-11 14:46:38 +01:00
Juan Linietsky
e6583117df Both Array and Dictionary are always in shared mode (removed copy on write). 2017-01-11 08:54:17 -03:00
Rémi Verschelde
57166cd292 Merge pull request #7093 from bojidar-bg/named-colors
Add named colors to GDScript/Visual Script/core.
2017-01-11 10:36:15 +01:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Karroffel
e781a7e07e pattern matcher: Implemented backend
changed comments
2017-01-11 04:40:28 +01:00
Karroffel
d445f0639f pattern matcher: Implemented transformations 2017-01-11 04:40:11 +01:00
Karroffel
f8a7c46273 pattern matching: implemented parser 2017-01-11 04:39:55 +01:00
Juan Linietsky
4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -03:00
Juan Linietsky
80b733a33a uses the global thread to protect the instacnes map in GDScript, closes #4615 2017-01-10 19:02:52 -03:00
Juan Linietsky
62273e51a2 Moved JSON functions to built-in to_json, parse_json, validate_json 2017-01-08 22:40:00 -03:00
Juan Linietsky
13cdccf23b Variant INT and REAL are now 64 bits (other types remain at 32) 2017-01-08 20:58:39 -03:00
Juan Linietsky
547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
Juan Linietsky
8963ca3d17 Fix code completion for new getnode syntax 2017-01-08 03:01:52 -03:00
Juan Linietsky
8b912d1115 -Fix bugs related to PoolVector crashes
-Added ability to request nodes using $Name in GDScript :)
2017-01-08 02:04:53 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
0f7af4ea51 -Changed most project settings in the engine, so they have major and minor 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
2017-01-05 09:16:00 -03:00
Juan Linietsky
9e477babb3 -GDScript support for accessing properties directly
-Added code lookup and code completion support for properties too
2017-01-04 17:37:45 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
dcc4ee21c1 Revert expression reduction from #7390
Fixes #7412.
2017-01-02 20:01:27 +01:00
Rémi Verschelde
caddbbe174 Merge pull request #7390 from bojidar-bg/gdscript-assign-error
Disallow assignment to constants and expressions
2017-01-02 15:54:43 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Bojidar Marinov
0b077162a3
Disallow assignment to constants and expressions
Fixes #6221, fixes #6824
2016-12-29 12:31:19 +02:00
Bojidar Marinov
23381a530b
Add named colors to GDScript/Visual Script/core.
Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
2016-12-17 11:14:53 +02:00
Rémi Verschelde
7751a933a9 Merge pull request #6802 from henriquelalves/master
Added small modification on gdscript parser to allow users insert '+' before variables
2016-11-11 10:55:26 +01:00
Bojidar Marinov
074bcb2a7b
Make GDScript parser ignore floating strings in class definition
Fixes #1320
2016-11-03 12:26:38 +02:00
Rémi Verschelde
817dd7ccbb style: Fix PEP8 blank lines issues in Python files
Done with `autopep8 --select=E3,W3`, fixes:

- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
97c8508f5e style: Start applying PEP8 to Python files, indentation issues
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Bojidar Marinov
713f1451b9
Allow typing hints for Array class (in GDScript and Inspector/ArrayPropertyEdit)
Closes #3586, by implementing the `1b` variation mentioned there.
2016-10-26 14:38:41 +03:00
Henrique L. Alves
6a4b4c7db4 Added small modification on parser for '+' 2016-10-22 14:26:48 -02:00
Rémi Verschelde
cf3ba3379f Merge pull request #6564 from SuperUserNameMan/gdscript_opcode_line_opcode_breakpoint
fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
2016-10-22 12:45:46 +02:00
Rémi Verschelde
e96c49f849 Merge pull request #6850 from akien-mga/pr-scsub-shebang
SCsub: Add python shebang as a hint for syntax highlighting
2016-10-17 20:13:18 +02:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde
31e0e95362 Merge pull request #6692 from bojidar-bg/add-char-to-gd-vs-script
Add `String char(int ascii)` function to GDScript and Visual Script
2016-10-17 09:40:39 +02:00
Rémi Verschelde
da09c6131b modules: Clone env in each module
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.

This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.

This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.

Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.

"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
2016-10-15 11:50:41 +02:00
Rémi Verschelde
5e373c2a69 Merge pull request #6813 from Faless/fix_6801_bis
Re-Allow absolute paths, make them behave correctly
2016-10-14 18:14:05 +02:00
Pedro J. Estébanez
1b3dcac281 Adapt overlooked instances of zero-based column numbers 2016-10-13 12:57:14 +02:00
Fabio Alessandrelli
11349a786b Revert "Add warning when (pre)loading paths with leading / (#4280 - #3106)"
Also closes: #6801

This reverts commit e59820ac94.
2016-10-13 11:49:22 +02:00
Rémi Verschelde
f3106cddb3 Merge pull request #6775 from RandomShaper/one-based-col-numbers
Make text column numbers one-based
2016-10-11 09:09:49 +02:00
Rémi Verschelde
3df507d696 Merge pull request #6694 from bojidar-bg/gdscript-newline-functions
Allow for linebreaks in function calls and definitions and yeild/signal.
2016-10-11 09:06:14 +02:00
Pedro J. Estébanez
2f80965845 Make text column numbers one-based
Make one-based the column number on the code editor

Make one-based the column number for GDScript error messages

Make one-based the column number for shader code error messages
2016-10-10 11:56:45 +02:00
Rémi Verschelde
2fb5a00305 i18n: Fix string that broke msgmerge 2016-10-09 18:11:55 +02:00
Rémi Verschelde
5f7f73c6ae Merge pull request #6730 from Faless/fix_export_crash_error
Throw an error when exporting a resource class
2016-10-09 14:44:10 +02:00
Fabio Alessandrelli
ee7df2c89a Throw an error when exporting a resource class
"export var tex = Texture"
will now throw an error to avoid crashing the editor:
"Exported constant not a type or resource"

Fixes #6719 . Closes #6729
2016-10-06 20:24:32 +02:00
Fabio Alessandrelli
e59820ac94 Add warning when (pre)loading paths with leading / (#4280 - #3106) 2016-10-04 16:07:45 +02:00
Bojidar Marinov
16a0e4b235
Allow for linebreaks in function calls and definitions and yeild/signal.
(Plus maybe a few other things)
2016-10-03 21:40:18 +03:00
Bojidar Marinov
513c0265c4
Add String char(int ascii) function to GDScript and Visual Script
Just hope it doesn't crashes with that much pointer math... 😄
2016-10-03 19:17:54 +03:00
yg2f
217e09c79d Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.

This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.

Fixes #6487
2016-09-20 13:54:17 +02:00
George Marques
5ef64aae58
Fix build for templates 2016-09-12 22:40:46 -03:00
Juan Linietsky
37f1e86108 Do ctrl-click on any code identifier to go to definiton or help page. 2016-09-12 10:53:31 -03:00
Juan Linietsky
78f92dbcb9 Merge pull request #6281 from bojidar-bg/gdscript-ternary-operator
Ternary operator in GDScript (a if x else b)
2016-09-11 18:40:46 -03:00
Juan Linietsky
b83350f4b2 Added constants from types in code completion, somehow this was never added.
Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
2016-09-11 12:20:28 -03:00
Juan Linietsky
fc61eb37ce Merge pull request #5920 from 29jm/fix-warnings
Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky
e6dc95e499 Merge pull request #6292 from bojidar-bg/gdscript-add-enums
Adds enums to GDScript
2016-09-10 11:59:51 -03:00
Juan Linietsky
828e1c092f Renamed the bind_native functions to bind_vararg, should make it show the documentation more clearly and also make it easier to bind to C# 2016-09-07 19:39:57 -03:00
Răzvan Cosmin Rădulescu
00e743b76a Clean up GDScript template 2016-09-05 19:58:04 +02:00
Bojidar Marinov
88430f0962
Add enum naming, by assinging a given enum's values to a Dict 2016-08-27 15:56:51 +03:00
Bojidar Marinov
4ee82a2c38
Adds enums to GDScript
Fixes #2966
2016-08-27 15:27:02 +03:00
Juan Linietsky
9c6175db11 More visual script work
-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
2016-08-25 17:45:20 -03:00
Bojidar Marinov
9f66f59477
Ternary operator in GDScript (a if x else b)
Fixes #1961
2016-08-25 21:23:03 +03:00
Juan Linietsky
ad8f208bdb Proper function/property selection in visual script editing for property.
This one has an ordered list, built-in description, search, etc.
2016-08-23 19:29:07 -03:00
Juan Linietsky
1add52b55e Brand new networked multiplayer 2016-08-19 16:48:41 -03:00
Johan Manuel
a4674bda47 Fix some comparisons between signed and unsigned integers 2016-08-13 13:21:35 +02:00
Johan Manuel
67b29e3b9e Fix some warnings about misleading indentation 2016-08-13 13:21:35 +02:00
Johan Manuel
046f94d3ac Remove some unused variables 2016-08-13 13:21:35 +02:00
Rémi Verschelde
5d9967ef00 Merge pull request #6055 from eska014/native-bind-rettype
Allow documenting unexposed return types in bind_native_method
2016-08-08 18:23:36 +02:00
Rémi Verschelde
38cbf69e24 Merge pull request #6045 from bojidar-bg/extends-on-placeholders
Fix #5891 by not expecting the script instance to be a GDInstance
2016-08-08 10:22:13 +02:00
Juan Linietsky
9865650b43 Added a simpler way to do sub-functions in both visual and gdscript with the 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.
2016-08-08 01:21:22 -03:00
Juan Linietsky
6671c6bdc7 Added yield() signal smart autocompletion. 2016-08-06 22:11:03 -03:00
Juan Linietsky
9890c1d2ca Likely with bugs and with some features are missing, as well as profiler support, but VisualScript should be more or less done! 2016-08-06 19:00:54 -03:00
Juan Linietsky
259418f827 VisualScript can now execute visual scripts, but there is no debugger or profiler yet. 2016-08-05 22:48:00 -03:00
eska
4cd246898e Allow documenting unexposed return types in bind_native_method
Document return type of `Object.call` and `GDScript.new`
2016-08-06 02:21:29 +02:00
Bojidar Marinov
76ea995228
Fix #5891 by not expecting the script instance to be a GDInstance
It could be a placeholder instance as well
2016-08-05 13:44:12 +03:00
Juan Linietsky
3d1d190dcd Merge branch 'master' of https://github.com/godotengine/godot 2016-08-02 19:11:47 -03:00
Juan Linietsky
ad313097eb WIP visual scripting, not working yet but you can check out stuff 2016-08-02 19:11:05 -03:00
eska
b80c42ef4e Document FuncRef, GDFunctionState, InstancePlaceholder, RID, World2D 2016-07-30 21:27:58 +02:00
Juan Linietsky
9151eb591d Changed the way the step decimals are computed to a safer way, fixes many issues. 2016-07-26 17:25:10 -03:00
Juan Linietsky
f51a816253 Set proper line into operators when parsing GDScript, fixes #5822 2016-07-22 09:23:26 -03:00
Juan Linietsky
33cc480350 Fixed reloading of tool scripts within editor, they should work much better now, closes #3194 2016-07-20 22:37:48 -03:00
Juan Linietsky
5218f35b7f Forgot to clear signals on recompile, closes #5729 2016-07-17 13:49:59 -03:00
George Marques
8113ba8bef
Allow semicolon after 'pass' keyword 2016-07-10 12:20:53 -03:00
George Marques
4bf31b3f3d
Revert removing of function call in gd_parser
The function call was removed in #5538 because of the unused return value,
but the function itself has side effects and the absence of the call was
causing crashes.
2016-07-08 22:12:59 -03:00
Rémi Verschelde
b6ac91c0e6 Removed unused variables (first pass)
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
Juan Linietsky
48959f0590 Merge pull request #5407 from RandomShaper/opt-self-indexing
Optimize member access with self
2016-07-01 12:25:26 -03:00
Juan Linietsky
e49b73e93a Only check for constants when parsing constants, should close #5497 2016-06-30 10:40:13 -03:00
Juan Linietsky
cf0fbe493f Ability to put constants in constant expressions, closes #5264 2016-06-29 22:17:55 -03:00
Juan Linietsky
36e754457f Warn instad of crashing when class instance is gone after yield. Closes #5247 , probably closes other yield related crashes 2016-06-29 21:06:16 -03:00
Juan Linietsky
3754f6cd75 Properly show the source:line even in inner clases, closes #3766 2016-06-28 11:49:57 -03:00
Juan Linietsky
cf6450043d Fix bug in inner class reference, closes #1411 2016-06-28 11:15:55 -03:00
Juan Linietsky
f4c6640827 Fixed bug related to resolving constants in a class, closes #1110 2016-06-28 11:02:53 -03:00
Juan Linietsky
565bb3afcc Fix extends issue, closes #4026 2016-06-28 10:44:38 -03:00
Juan Linietsky
3813160ea0 -Fix crashes with thread_exit()
-Added draft of C script API (still disabled and unused)
2016-06-26 10:54:45 -03:00
Pedro J. Estébanez
d306b9bea5 Optimize member access with self
Let the compiler take the fast path when a member is superfluously accessed with `self.`.
2016-06-25 15:59:39 +02:00
Andreas Haas
c871cf6801 Add "bool" to GDScript reserverd keywords
Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
2016-06-24 17:47:19 +02:00
Juan Linietsky
95e3279d34 Properly report a valid error instead of reporting as a bug, closes #3841 2016-06-24 10:30:36 -03:00
Juan Linietsky
5e816fd8c8 Property reporty base type when a function fails, fixes #4581 probably also closes other issues 2016-06-20 01:15:02 -03:00
Rémi Verschelde
e76f744c36 Merge pull request #5283 from djrm/remove_prints
Removed lots of prints
2016-06-19 13:10:23 +02:00
Rémi Verschelde
1923733ec8 Merge pull request #5268 from brakhane/fix-floating-bug
correctly parse floats in scientific notation (Fix #5267)
2016-06-19 13:05:00 +02:00
Daniel J. Ramirez
422fac5066 Removed lots of prints 2016-06-18 18:01:06 -05:00
Rémi Verschelde
b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Dennis Brakhane
c246931f03 correctly parse floats in scientific notation
GDScript incorrectly parsed float values in scientific notation
when no decimal point was given. "1e-5" was parsed as "15".

Fix this by not requiring a decimal point when we found an exponent
for the number to be considered a float.

Fixes #5267
2016-06-18 13:20:45 +02:00
Geequlim
71245995a4 Add @GDScript.type_exists 2016-06-18 15:07:51 +08:00
Juan Linietsky
57c67fb0f7 reverted to ==, if a line is missing a statement, we'll have to make sure to add it 2016-06-17 21:57:46 -03:00
Juan Linietsky
dcd50f8838 changed == for >= since some statements may not store a line (if line is empty)
this is added to #5204
2016-06-17 21:19:09 -03:00
Juan Linietsky
3ddce309f4 Merge pull request #5204 from vnen/fix-completion-crash
Fix crash in code completion
2016-06-17 21:09:18 -03:00
Rémi Verschelde
7723579237 Fix type hint for the seed argument
Closes #5260.
2016-06-18 01:18:06 +02:00
George Marques
17b6cebcfe
Fix crash in code completion
Fix #4641
2016-06-13 22:19:39 -03:00
Juan Linietsky
45443a1651 Changed reload logic to auto-hard-reload scripts on save. It's simpler to use and also fixes #4756 2016-06-13 10:58:32 -03:00
Juan Linietsky
ceeb5453a8 gdscript tokenizer will dislike use of case, closes #4991 2016-06-11 21:45:37 -03:00
Juan Linietsky
fea9511bc6 remove unnecesary found bug? print, closes #5028 2016-06-11 20:36:28 -03:00
Juan Linietsky
f860915ae0 Made many built-in gdscript functions return more descriptive errors, closes #5150 2016-06-11 19:43:38 -03:00
Juan Linietsky
9ddc13a5cc -All variables from script are visible through get_property_list(), not just those with export()
-Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script
-closes #5146
2016-06-11 18:34:49 -03:00
Juan Linietsky
f8f30662d9 -Ability to reload (and soft reload) tool scripts. Please test! 2016-06-08 20:00:52 -03:00
punto-
86253cbdfe Revert "Fix implicit GDScript Reference inheritance" 2016-06-06 23:40:50 -03:00
eska
3acbf8e71f Fix implicit GDScript Reference inheritance 2016-06-05 19:17:33 +02:00
George Marques
43dad78209
Fix Color8 constructor using wrong value range
Fix #5015
2016-06-03 14:59:40 -03:00
Juan Linietsky
cc0a7b24e7 missed ifdef that broke android build 2016-06-01 20:44:34 -03:00
Juan Linietsky
9e745b920f Ability to reload scripts on running game 2016-06-01 20:31:42 -03:00
Juan Linietsky
df139f57b3 Some cleanup to GDScript
separated GDFunction (VM) from GDScript in two different files
2016-05-31 22:33:43 -03:00
Yakov Borevich
9e86b2714f [GDScript] Redefine var results in an error
Error rised if redefine
- function argument
- for-loop argument
- local-scope var

Affects #3730
2016-05-30 18:22:34 +03:00
Juan Linietsky
3e8eb396d7 Finalized DynamicFont implementation
-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
2016-05-29 11:37:52 -03:00
Ignacio Armenteros
7caabd9398 Fix #4748: proper call to base class function 2016-05-23 11:49:51 +02:00
Juan Linietsky
a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Rémi Verschelde
b58e261d41 GDScript: Fix method info for is_nan and is_inf
As reported on https://godotengine.org/qa/4114/why-isnan-and-isinf-arent-implemented
2016-05-17 14:59:48 +02:00
Juan Linietsky
0c57a58056 ability to drag scenes from filesystem to tree for instancing 2016-05-11 20:57:52 -03:00
Saracen
d643a40f95 Subclasses can now extend from other subclasses contained in scripts derived from relative paths. 2016-04-09 03:23:33 +01:00
Rémi Verschelde
0a5472e697 Remove trailing spaces 2016-04-02 20:26:12 +02:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Rémi Verschelde
002ff3cc9a Revert "Merge pull request #3814 from est31/iterators_for_for"
This reverts commit adf5056889, reversing
changes made to ee2bc87c0e.
2016-03-01 18:09:48 +01:00
Juan Linietsky
210d332def -wip on addon editor
-fixes instantiable subclasses not working, as reported in #3871
2016-02-29 09:57:38 -03:00
est31
5f66692395 Use xrange for common "for i in range(...)" use case
Make the parser eliminate a wasteful allocation and initialisation
of a possibly large array.
2016-02-28 22:47:48 +01:00
est31
f81153eb69 Add xrange builtin function
Also update classes.xml in order to document xrange
2016-02-28 22:47:48 +01:00
Juan Linietsky
6fc1c3a4d1 Completed the support for plugins! It is not possible to add plugins.
Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
2016-02-27 23:12:27 -03:00
Rémi Verschelde
c8071dfce8 Merge pull request #3812 from est31/master
Fix typo in error
2016-02-24 00:15:53 +01:00
est31
cea8e97c11 Fix typo in error 2016-02-24 00:08:53 +01:00
Juan Linietsky
70cdfa681a -Change link to new documentation
-fixed bug in tilemap collision debug
2016-02-20 10:02:14 -03:00
Rémi Verschelde
285c400288 Merge pull request #3658 from Hinsbart/doc_joyevent
doc: use correct identifiers for InputEventJoystick{Motion, Button}
2016-02-11 07:17:43 +01:00
hondres
6de2b9d864 doc: use correct identifier for InputEventJoystick{Motion, Button} 2016-02-10 23:37:25 +01:00
Juan Linietsky
61f03c98c8 -Added missing functions to the doc, fixes #3583 2016-02-09 16:58:03 -03:00
Rémi Verschelde
6ea0863ed3 Merge pull request #3587 from akien-mga/pr-reserved-keyords
Fix missing comma
2016-02-04 18:57:25 +01:00
Rémi Verschelde
ade7329625 Fix missing comma 2016-02-04 18:56:41 +01:00
George Marques
0f41a18344 Merge pull request #3582 from akien-mga/pr-reserved-keyords
Add preload and PI to GDScript reserved keywords
2016-02-04 14:52:44 -02:00
Rémi Verschelde
99d9188da8 Add preload and PI to GDScript reserved keywords
I've noticed that gd_tokenizer also has keywords for `switch' and `do', but they seem not to be supported actually (only used in commented code for the shader language), so I don't add them.
2016-02-04 10:26:10 +01:00
Rémi Verschelde
8151110002 Reorder reserved words by categories
They were previously kind of sorted with a mix between alphabetical and logical ordering, which made it hard to spot duplicates or missing words.
2016-02-04 10:17:23 +01:00
Juan Linietsky
817fd1ab71 -Added method flags to global constants for script
-Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
2016-01-31 15:40:51 -03:00
Rémi Verschelde
7af864f467 Merge pull request #3445 from akien-mga/master
Add missing return for typeof() MethodInfo
2016-01-26 00:03:33 +01:00
Rémi Verschelde
e38b797c97 Add missing return for typeof() MethodInfo 2016-01-25 10:55:50 +01:00
hondres
56ce58d57c can preload constants 2016-01-24 23:45:11 +01:00
Juan Linietsky
de7fe2fced -remove unnecesary error report, fixes #3361 2016-01-23 15:36:03 -03:00
Franklin Sobrinho
0426806ebf Removed GDScript "function" keyword 2016-01-13 17:59:39 -03:00
Juan Linietsky
5fca2bd4bc Reworked how autoloads are load to make sure identifiers always exist, please check if this resolves bug #3156 2016-01-13 08:27:14 -03:00
Juan Linietsky
1a9c3a134d -Make Akien happy, fixes #3068
(seems I wrote all the code, then forgot to use the enum...)
2016-01-10 23:13:02 -03:00
Ignacio Etcheverry
d50e8d2bad Added missing onready token name 2016-01-07 18:59:37 +01:00
Juan Linietsky
cb39db0b02 Fixed bug with default arguments in gdscript, closes #2024 2016-01-03 21:11:11 -03:00
Juan Linietsky
23441ec867 Added var2bytes and bytes2var to convet any variable to bytes and back. Closes #2075 2016-01-02 21:07:03 -03:00
Juan Linietsky
1597082c85 -Ability to roll-back script-exported properties to their default value on the script, closes #2128 2016-01-02 20:17:31 -03:00
Juan Linietsky
61745855d0 PI is now a built-in constant, fixes #2134 2016-01-02 17:56:45 -03:00
Juan Linietsky
0e0a7c9494 -properly handle newline in \ (line continuation) in gdscript, fixes #2112
-also fix a small crash in export detection with scripts that include themselves
2016-01-02 13:56:58 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
64872ca811 small fixes to color8 2015-12-31 18:32:56 -03:00
Juan Linietsky
37f2222dd7 -Added Color8(r8,g8,b8,a8) function as well as .r8,.g8,.b8,.a8 members to Color, to deal with colors in the 0-255 range. Closes #2345 2015-12-31 18:26:49 -03:00
Juan Linietsky
ec3d17b4e2 force thread model to single-safe when running editor, fixes #2387 2015-12-31 16:24:27 -03:00
Juan Linietsky
b60a3e7202 -Changed var2str and str2var in GDScript to use VariantWriter and VariantParser
-It is now finally possible to parse back a variant from text!
2015-12-31 00:54:00 -03:00
Zher Huei Lee
61a1f596cc added missing null check
for p_func inside _parse_function
2015-12-30 01:02:31 +00:00
Zher Huei Lee
821351be04 added missing onready allocation for subclasses
Fixes #3158
2015-12-30 00:23:26 +00:00
reduz
7d2d1442f8 -add breakpoint statement to ease with debugging, closes #3165 2015-12-29 12:11:21 -03:00
reduz
99736e63e4 -fixed bug with some indent blocks not properly checked, fixes #2570
-added ability to do one-line blocks, such as:  if something: print("hello") , to be more python-like
2015-12-29 11:41:37 -03:00
reduz
f7b64a62d1 -renamed function get_relative_transform() to get_relative_transform_to_parent(), makes more sense
-fixed newly introduced bug in onready keyword, fixes #3155
2015-12-28 21:05:57 -03:00
reduz
30c12297dc - added 'onready' keyword to gdscript. Defers initialization of member variables until _ready() is run. 2015-12-28 19:32:51 -03:00
reduz
110de2ccac -Added proper code completion for singletons 2015-12-28 16:36:29 -03:00
reduz
e0d21d2158 Ability to set autoloads as singleton global variables 2015-12-28 15:59:20 -03:00
Rémi Verschelde
9e9e4f96a2 Merge pull request #3051 from eska014/add-export-hints
Add GDScript export hints for named bit flags, exponential ranges and global filesystem
2015-12-14 17:40:57 +01:00
eska
897cf2140c Add GDScript export hint for named bit flags
Syntax: `export( int, FLAGS, "A Flag", "Another Flag" ) var flags`
2015-12-14 17:32:31 +01:00
Juan Linietsky
f2183a5e09 replaced :var by :Variant in documentation, fixes #2897 2015-12-14 08:28:01 -03:00
eska
ef0c05430c Add GDScript export hints for global filesystem and exponential ranges
- File in global filesystem: `String, FILE, GLOBAL, "*.png"`, tool scripts only
- Directory in global filesystem: `String, DIR, GLOBAL`, tool scripts only
- Exponential range: `float, EXP, 50, 150, 2`
2015-12-11 06:45:03 +01:00
Juan Linietsky
17927cb705 Merge pull request #2877 from eska014/remove-builtin-aliases
Remove unexpected GDScript aliases for built-in types
2015-12-08 17:09:22 -03:00
Juan Linietsky
200b7bb87c -Display on animation editor which keys are invalid and which tracks are unresolved
-Added a tool to clean up unresolved tracks and unused keys
2015-12-05 14:18:22 -03:00
Rémi Verschelde
3aa0d0e9fd Merge pull request #2938 from koalefant/master
Break into GDScript debugger when new() fails
2015-11-30 07:50:22 +01:00
koalefant
e52d211b61 GDScript: fixed highlighting of the next line when colon is missing 2015-11-29 23:45:28 +01:00
admix
b2508ca879 Break into GDScript debugger when new() fails 2015-11-29 17:02:52 +01:00
Franklin Sobrinho
69a6524adf Add script auto-completion for function parameters 2015-11-26 09:40:13 -03:00
eska
d1a75a6757 Remove unexpected GDScript built-in type aliases 2015-11-23 02:09:19 +01:00
Juan Linietsky
0c3386b2ed Merge pull request #2707 from akien-mga/master
Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky
e8435cc721 Merge pull request #2632 from firefly2442/duplicate-inherited-vars
remove child variable that is duplicated from parent class
2015-11-18 19:16:35 -03:00
eska
bbc42a159c Allow extending from Object in GDScript 2015-11-12 15:50:20 +01:00
Rémi Verschelde
399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
firefly2442
bb68dc5210 remove child variable that is duplicated from parent class 2015-10-18 21:45:27 -05:00
Juan Linietsky
e1e04c1dd5 Merge pull request #2497 from vnen/fix-2490
Make dict2inst set internal members of instance
2015-10-17 10:11:11 -03:00
eska
eb9621624f Add GDScript export hint for real numbers with easing export(float, EASE) 2015-10-16 20:37:13 +02:00
eska
57b2c4b0c6 Add multiline string GDScript export hint export(String, MULTILINE) 2015-10-16 18:48:54 +02:00
eska
e18c1ba05b Revert "add flag and multiline hits in GDScript"
This reverts commit 7843ec6633.
2015-10-16 16:18:46 +02:00
George Marques
1d45c9a04c
Make dict2inst set internal members of instance
Fix #2490
2015-09-20 16:17:30 -03:00
crr0004
f34c3e249b Fixes editor freeze 2015-09-02 13:56:51 +10:00
Juan Linietsky
319cc7e3ae detect node and variable assignments in _ready, _init, etc for further code completion 2015-08-30 11:50:10 -03:00
Juan Linietsky
04cb3c9eb1 Ability to edit all kinds of arrays from the property editor.
Yes, I'm trying to convince you to test the alpha release by adding all these now :)
2015-08-25 20:45:51 -03:00
Juan Linietsky
4b40f9228b Merge branch 'master' of https://github.com/okamstudio/godot 2015-08-23 20:22:08 -03:00
Juan Linietsky
07e9741425 **WARNING BEFORE PULLING**
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)

Summary of Changes

-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
2015-08-23 20:15:56 -03:00
Juan Linietsky
c2e2f2e0ae Merge pull request #2282 from Ovnuniarchos/master
Bitmask editor and some CanvasItem documentation.
2015-08-08 11:18:08 -03:00
Juan Linietsky
71b14f9822 Merge pull request #2323 from dbsGen/patch-2
add flag and multiline hints in GDScript
2015-08-08 11:05:35 -03:00
neikeq
6c5b031ba9 Add missing token name for signal. closes #2201 2015-08-07 22:20:52 +02:00
Juan Linietsky
8280bb0de0 more debugger fixes
-setting/clearing breakpoints during run-time now works
-multi-line strings resulted in wrong line numbers in bytecode, fixed
2015-08-04 20:17:39 -03:00
Juan Linietsky
d1da2c2995 error debugger
shows the list of errors that happened during running the game, traces
can be analyzed
2015-08-04 09:47:32 -03:00
Gen
7843ec6633 add flag and multiline hits in GDScript
`export (flag) var test` for PROPERTY_HINT_ALL_FLAGS
`export (multiline) var test` for PROPERTY_HINT_MULTILINE_TEXT
2015-08-01 14:02:10 +08:00
Ovnuniarchos
dd09ae50e1 Added FLAGS to int hint to make an int a bitmask on the editor. 2015-07-20 20:02:46 +02:00
Juan Linietsky
55b34e05b3 -some changes by okam 2015-06-30 11:28:43 -03:00
Juan Linietsky
95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky
2b64f73b04 more code completion improvements
-calltip dissapears with more types of keypresses or when pressing ')'
-properly looks into autoloaded scripts or nodes with another script for
script functions/variables/etc.
2015-06-27 15:52:39 -03:00
Juan Linietsky
a67486a39e improved get_node(), connect(), etc code completion.
-properly completes text arguments
-includes the "/root" autoloads
2015-06-26 01:14:49 -03:00
Juan Linietsky
48f1d02da4 added ability to define signals in script
closes #2175
2015-06-24 13:29:45 -03:00
Juan Linietsky
68443a649d Merge pull request #2088 from KillerJaguar/setter-fix
Fixed variables being set before calling the setter method
2015-06-22 23:55:55 -03:00
Juan Linietsky
e9bbb97acc Multiple scene editing *POTENTIALLY UNSTABLE*
-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
2015-06-22 00:04:15 -03:00
Jaguar
7c0051beac Fixed variables being set before calling the setter method 2015-06-13 14:10:06 -04:00
Juan Linietsky
e323cc0505 -Rename unexisting by nonexistant, closes #1940
-Added function to retrieve list of actions fron InputMap
2015-05-18 10:20:54 -03:00
Juan Linietsky
e72717e373 properly save external resources, fixes #1924
added API to get scancode names to OS
2015-05-17 13:15:23 -03:00
Juan Linietsky
27cb75112e -bit slower execution in debug, but proper error reporting for get index and operators, fixes #1911 2015-05-16 16:32:46 -03:00
Juan Linietsky
65d48d6d39 -Added prints() function, fixes #1132, #1859
-Tabs work inside built-in log window, fixes #1867
2015-05-09 18:09:58 -03:00
Juan Linietsky
f54ad9e086 made parser accept EOF after "pass", fixes #1488 2015-04-26 20:28:41 -03:00
Juan Linietsky
701335e845 -Throw error if setter and getter reference their member variable with self. , fixes #1685 2015-04-18 17:55:04 -03:00
Juan Linietsky
170a9349d2 Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-18 16:18:59 -03:00
Juan Linietsky
4661a6e126 -try to avoid errors when path using ".." is present in script include, fixes #1703 2015-04-18 16:17:33 -03:00
Juan Linietsky
e388d551b7 Merge pull request #1667 from TheHX/fix_multiline_strings
Now the script editor highlight all lines of a multiline string
2015-04-18 14:45:15 -03:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky
be46be7801 -renamed function to get object from instance id
-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
Franklin Sobrinho
562bc22dd4 Now the script editor highlight all lines of a multiline string 2015-04-09 18:24:38 -03:00
Juan Linietsky
963845eea9 Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-07 21:21:06 -03:00
Juan Linietsky
22997294fa -Concatenating arrays keeps the shared property if any of the arrays is shared. Fixes #1646 2015-04-07 21:18:46 -03:00
Juan Linietsky
8619cb64ba Merge pull request #1567 from sanikoyes/Pr-GDScript-seed-get-inst
Pr-GDScript-seed-get-inst
2015-04-07 20:19:07 -03:00
Juan Linietsky
b1bf4fcef2 Merge pull request #1591 from MostafaHassan/pr_FixCrashInVisualShader
(Fix crash) in visual shader for curve remap node
2015-04-07 20:14:10 -03:00
yg2f
fcbf473d0d fix printraw to make it actually print raw 2015-04-06 13:57:31 +02:00
mostafahassan
73ff3ac218 (Fix) script will not be able to extend itself 2015-03-31 21:34:50 +02:00
sanikoyes
97f34a1dd6 Add seed/get_inst function for GDScript
seed -> Math::seed
get_inst -> ObjectDB::get_instance
2015-03-25 11:01:12 +08:00
Juan Linietsky
0302ea5b82 Merge pull request #1396 from Spooner/fix_sprintf_errors
Fix sprintf errors
2015-03-22 15:03:32 -03:00
Juan Linietsky
da7698073f Merge pull request #1407 from NateWardawg/documentation
Updated the internal documention for the GDScript class.
2015-03-22 15:02:00 -03:00
Juan Linietsky
a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Nathan Warden
bfad392387 Updated the variable in the lerp function to be weight instead of percent. 2015-02-20 16:28:48 -05:00
Juan Linietsky
daeac73c54 restored @ for nodepaths/stringnames 2015-02-19 18:12:45 -03:00
Bil Bas (Spooner)
748311ec42 Added info about operator after bespoke error message. 2015-02-19 16:59:37 +00:00
Bil Bas (Spooner)
db2381de7a Correctly halt on error in sprintf parsing (fixes #1393) 2015-02-19 15:45:49 +00:00
Juan Linietsky
2185c018f6 begin new serialization framework
also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Hinsbart
cbade4daf6 fix typo in script template 2015-02-10 19:39:52 +01:00
Wim Vander Schelden
3d3b1937dd Cleaned up formating in gd_compiler.h 2015-01-14 16:37:24 +01:00
Juan Linietsky
7c7ab30c4e fixes 2015-01-13 11:22:56 -03:00
Juan Linietsky
bd03562076 -Resolved bug that made yield() not work in some situations, fixes #884 2015-01-06 00:39:35 -03:00
Juan Linietsky
ddf7457894 Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-03 16:53:39 -03:00
Juan Linietsky
fbdd925d9b -Work in progress visual shader editor *DOES NOT WORK YET* 2015-01-03 16:52:37 -03:00
Juan Linietsky
6b5b95bb4e -added new code completion guess locations, closes #1032
-moved commandline fix to mingw-only, should fix #1064
2015-01-03 13:03:13 -03:00
Juan Linietsky
60afd79a6e -added a check for setget while running the game , closes #1009
-fixed issues in tilemap editor (swap arrows not showing/hiding properly)
2015-01-03 00:57:02 -03:00
Juan Linietsky
78e7777cf5 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_editor.cpp

Improved code completion for InputEvent (shows members by type)
2014-12-21 11:46:28 -03:00
Juan Linietsky
a36a774897 Fixes
-=-=-=

-Added missing quaternion constructor
-code completion fixes
-winrt fixes
2014-12-20 15:30:06 -03:00
Juan Linietsky
9783f6fc96 Merge branch 'master' of https://github.com/okamstudio/godot 2014-12-20 12:32:32 -03:00
sanikoyes
4ccdbde845 Fix crash when gd-script _init fail 2014-12-18 12:50:47 +08:00
Juan Linietsky
9f5bbfc322 -improved completion options for InputEvent, shows all event types now 2014-12-18 00:56:33 -03:00
Juan Linietsky
92f28a5028 oops, C++11 makes me screw up 2014-12-17 10:45:02 -03:00
Juan Linietsky
fd4648c081 -fixed crash reported by n-pigeon 2014-12-16 23:46:55 -03:00
Juan Linietsky
2dd302ff90 -fix compilation issue
-fix missing built-ins in completion
-fix parse error
2014-12-16 23:17:35 -03:00
Juan Linietsky
bcf27feb98 New Code Completion
-=-=-=-=-=-=-=-=-=-

-Massive improvement to code completion
-Argument hinting for functions

If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.

 Please enter the commit message for your changes. Lines starting
2014-12-16 22:31:57 -03:00
Juan Linietsky
be4e40e90a compilation fix 2014-12-08 16:09:29 -03:00
Juan Linietsky
6851f9bfae Small Fixes
-=-=-=-=-=-

-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
2014-12-08 15:47:45 -03:00
Juan Linietsky
c940212b89 more bugfixes 2014-12-07 02:39:51 -03:00
Juan Linietsky
c79be979d4 Batch of Bugfixes
-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
2014-12-07 02:04:20 -03:00
Juan Linietsky
e709468bb1 missing navmesh demo and small fixes 2014-11-19 11:33:15 -03:00
Juan Linietsky
abbea4d945 UDP Fixes
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky
0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
d85b67be53 Bug Fixes
-=-=-=-=-

-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
2014-11-02 11:31:01 -03:00
Juan Linietsky
e82dc40205 -Much improvement to baked light baker
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
2014-10-27 22:54:32 -03:00
Juan Linietsky
9608d4255e Merge pull request #823 from grabiller/#821
Fix issue #821: GDScript now accepts single quoted as well as double quoted strings.
2014-10-27 22:44:53 -03:00
Guy Rabiller
1317d20740 - Fix issue #391: GDScript now reduce constant expressions to constant and forbids constant assignment after being defined. 2014-10-27 22:26:31 +01:00
Guy Rabiller
f1744c8c31 Fix issue #821: GDScript now accepts single quoted as well as double quoted strings. 2014-10-26 10:33:35 +01:00
Juan Linietsky
948fd83cdd Little Bits
-=-=-=-=-=-

-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
2014-10-12 02:13:22 -03:00
Juan Linietsky
0fa94a9690 Build System Changes
-=-=-=-=-=-=-=-=-=-=

Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.

Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
2014-10-07 01:31:49 -03:00
Juan Linietsky
048fdc8aea -variables with export in script are now IMMEDIATELY AND ALWAYS visible in properties (#718)
-WorldEnvironment cleanup issues fixed (#563)
-Text Editor improvement to shift-mouse selection (#648)
-(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652)
-Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense
-Added add_collision_exception() API in PhysicsBody (more accessible)
-ability to select and copy in the output messages panel
2014-09-22 00:50:48 -03:00
Juan Linietsky
11a5ed508b Fixed too many little issues, check the issues closed today. 2014-09-21 01:43:42 -03:00
Juan Linietsky
0a557f3bf5 - more fixes on #672 on windows
- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
2014-09-19 21:01:41 -03:00
Juan Linietsky
549d344f0f Fixing Issues...
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
2014-09-19 18:39:50 -03:00
Juan Linietsky
8cab401d08 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -03:00
Juan Linietsky
2ee4ac183b Little Bits
-=-=-=-=-=-

-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
2014-08-14 10:31:38 -03:00
Juan Linietsky
2af2a84a03 Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-27 23:21:45 -03:00
Juan Linietsky
703004f830 More 3D Work
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
2014-06-16 10:22:26 -03:00
Juan Linietsky
9b8696d3dd Light Baker!
-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-06-11 10:41:03 -03:00
Juan Linietsky
71355aaab7 -Fixed bug in "extends" 2014-05-24 13:25:56 -03:00
Juan Linietsky
1cad087969 Making Godot Easier to Use..
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
Juan Linietsky
b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky
f1d3b30a45 Fixes to constants in scope 2014-05-02 12:40:34 -03:00
Juan Linietsky
6572d51288 -Fixes to OpenSSL compilation (more)
-Fix bug in GDScript, now static functions can call static functions.
2014-05-01 11:34:10 -03:00
Juan Linietsky
b4969373b3 -HttpClient: ’Content-Length’ is added to httprequest if not provided in the headers and a body exists
-expressions in GDScript can take multiple lines if inside parenthesis (python-like)
-Added \ to force linebreaks to GDscript (python-like)
-added exclude objects from raycast
-fixed crashes
2014-04-05 18:50:09 -03:00
Juan Linietsky
9f33134c93 -Support for changing fonts
-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
2014-04-05 12:39:30 -03:00
Juan Linietsky
0a717ffee2 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/multiscript/register_types.cpp
	platform/android/java/src/com/android/godot/GodotLib.java
2014-03-13 23:14:35 -03:00
Juan Linietsky
31ce3c5fd0 -fix bug in cache for atlas import/export
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
sanikoyes
cde48d0c9c fix gdscript path parse error 2014-03-11 13:30:33 +08:00
Juan Linietsky
b2ce682f6e -scripts are converted to bytecode on export
-fix bug in doc where touchscreen events were not documented
2014-02-25 09:31:47 -03:00
Juan Linietsky
4b07eb8deb -moved script to modules 2014-02-24 09:53:33 -03:00