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
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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.
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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
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Fix Coverity reports of uninitialized scalar variable
2018-05-01 19:14:07 +02:00
George Marques
decf178033
Enable autoload in editor
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- 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.
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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
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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
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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
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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
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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
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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
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without triggering unnecessary reloads and parsing.
2018-03-04 18:01:15 +01:00
Rémi Verschelde
3fa77b3172
doc: Remove status from hardcoded version string
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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.
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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
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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
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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
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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
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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
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_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
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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
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Fix for #16494
2018-02-11 11:29:30 +02:00
Bojidar Marinov
d855fdb451
Allow exporting arrays of resources in GDScript
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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
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- 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
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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
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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
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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.
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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
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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
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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
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Warn about funcref creation
2018-01-03 11:03:03 +01:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
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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
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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
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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
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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
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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,
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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
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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
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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
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Make tool scripts print on the editor Output panel
2017-11-17 16:05:44 -03:00
Ferenc Arn
d28763a4c1
Rename Rect3 to AABB.
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Fixes #12973 .
2017-11-17 11:01:41 -05:00
Bojidar Marinov
e4a36d0eda
Allow exporting enums from GDScript
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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.
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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
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Allow underscores in GDScript numeric literals
2017-11-16 09:04:31 +01:00
Bojidar Marinov
443ce6fef2
Allow underscores in GDScript numeric literals
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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"
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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
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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
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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
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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
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Fixes #10972
2017-11-08 22:17:08 +02:00
Rémi Verschelde
ea0e942617
Merge pull request #12035 from Chaosus/wrapfunc
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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()
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used before GDScript, with squirrel apparently
2017-10-25 20:11:30 +02:00
Rémi Verschelde
847c55bcb1
Merge pull request #12365 from neikeq/p
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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
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- 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
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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
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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
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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
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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
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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
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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
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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
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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 )
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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
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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
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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
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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
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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
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- 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
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- 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.
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-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
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-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
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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
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Updated function argument names
2017-08-16 17:17:56 +02:00
Pedro J. Estébanez
ae2d449047
Revive inspector property evaluation
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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
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Update GDScript completion names for Pool*Arrays
2017-07-25 21:05:42 +02:00
Karroffel
5319098aef
fix a regression (GDScript) from e00630b
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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
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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
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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
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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.
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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
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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.
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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
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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
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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
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Added the ability to select files as base when creating scripts
2017-04-24 11:28:36 +02:00
Karroffel
885239fb09
re-added MultiScript
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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
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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
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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
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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
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From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Bojidar Marinov
18ab88b3f1
Make inline blocks in GDScript more pythonic
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Fixes #8001
2017-03-23 20:07:02 +02:00
Rémi Verschelde
33a2c5def0
Merge pull request #8095 from RandomShaper/fix-yield-crash
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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.
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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
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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.
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- 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
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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
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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)
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-.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
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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
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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
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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
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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
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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
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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.
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-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
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-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.
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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
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Fixes #7412 .
2017-01-02 20:01:27 +01:00
Rémi Verschelde
caddbbe174
Merge pull request #7390 from bojidar-bg/gdscript-assign-error
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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
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Fixes #6221 , fixes #6824
2016-12-29 12:31:19 +02:00
Bojidar Marinov
23381a530b
Add named colors to GDScript/Visual Script/core.
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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
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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
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Fixes #1320
2016-11-03 12:26:38 +02:00
Rémi Verschelde
817dd7ccbb
style: Fix PEP8 blank lines issues in Python files
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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
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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)
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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
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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
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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
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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
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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
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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
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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 )"
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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
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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
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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
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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
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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
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"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.
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(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
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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
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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
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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.
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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
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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
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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
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Fixes #2966
2016-08-27 15:27:02 +03:00
Juan Linietsky
9c6175db11
More visual script work
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-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)
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Fixes #1961
2016-08-25 21:23:03 +03:00
Juan Linietsky
ad8f208bdb
Proper function/property selection in visual script editing for property.
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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
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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
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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.
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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
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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
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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
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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)
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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
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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()
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-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
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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
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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
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Removed lots of prints
2016-06-19 13:10:23 +02:00
Rémi Verschelde
1923733ec8
Merge pull request #5268 from brakhane/fix-floating-bug
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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
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Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a
Add missing license headers in our source files ( #5255 )
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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
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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)
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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
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Fix crash in code completion
2016-06-17 21:09:18 -03:00
Rémi Verschelde
7723579237
Fix type hint for the seed argument
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Closes #5260 .
2016-06-18 01:18:06 +02:00
George Marques
17b6cebcfe
Fix crash in code completion
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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()
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-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
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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
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separated GDFunction (VM) from GDScript in two different files
2016-05-31 22:33:43 -03:00