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.
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.
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.
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!
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.
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
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")
```
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.