Wilson E. Alvarez
baa94a3758
Removed unnecessary returns and break statements
2017-08-22 13:01:57 -04:00
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