Commit graph

347 commits

Author SHA1 Message Date
Rémi Verschelde
8ebfd89359
Merge pull request #96024 from Ryan-000/expose_get_rpc_config
Expose `get_rpc_config` and `get_node_rpc_config`
2024-09-16 13:34:34 +02:00
Hilderin
46edd6df55 Fix script properties reload from external editor 2024-09-14 15:07:53 -04:00
Ryan
8835f326b1 Expose get_rpc_config and get_node_rpc_config
add documentation

Update doc/classes/Node.xml

change name of get_node_rpc_config to get_rpc_config

Co-Authored-By: moondog <159832633+dog-on-moon@users.noreply.github.com>
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
2024-09-04 15:45:22 -04:00
Rémi Verschelde
dbdc4eb204
Merge pull request #96330 from rune-scape/little-regression
GDScript: Fix small mistake in script valid checks
2024-09-04 18:55:31 +02:00
boywaste
7014c5b27d GDScript: Fix small mistake in script valid checks 2024-08-30 19:41:02 -07:00
Danil Alexeev
49bcdf78a7
Core: Сheck r_error after calling callp() 2024-08-30 21:09:30 +03:00
Hilderin
ef6f873938 Fix editor needs restart after adding GDExtensions 2024-08-29 06:15:32 -04:00
Rémi Verschelde
9f70823eec
Merge pull request #94012 from KoBeWi/reload_everything_to_update_one_line
Allow live reloading of built-in scripts
2024-08-28 00:11:53 +02:00
Alistair Leslie-Hughes
f489c313cc gdscript: Only include profiling variables when DEBUG is enabled 2024-08-12 10:14:42 +10:00
Mikael Hermansson
6852f9497c Speed up GDScriptLanguage::finish 2024-07-18 12:30:45 +02:00
kobewi
5636518358 Allow live reloading of built-in scripts 2024-07-06 23:43:37 +02:00
Rémi Verschelde
a31525c4da
Merge pull request #92609 from rune-scape/rune-relax-gds-guards
GDScript: Partially allow member lookup on invalid scripts
2024-06-28 14:42:44 +02:00
Hilderin
39369db029 Fix synchronization of global class name 2024-06-25 18:33:07 -04:00
Rémi Verschelde
6c3f811f08
Merge pull request #92177 from KoBeWi/literally_wtf
Fix broken built-in script reloading
2024-06-18 17:59:03 +02:00
Hilderin
c419b548d2 Fix mismatched external parser with binary exports 2024-06-14 11:18:52 -04:00
rune-scape
7f7114c008 GDScript: partially allow some functions on invalid scripts
+ always default initialize static variables
+ dont invalidate script when dependant scripts don't compile/resolve
2024-06-02 02:08:26 -07:00
kobewi
eca19d6e80 Fix broken script reloading 2024-05-20 23:54:27 +02:00
rune-scape
9fa13da16f GDScript: fix segfault on invalid script 2024-05-17 15:26:25 -07:00
Rémi Verschelde
bdefe53992
Merge pull request #91909 from KoBeWi/have_fun_reviewing_this
Use Core/Scene stringnames consistently
2024-05-14 12:07:03 +02:00
kobewi
413c11357d Use Core/Scene stringnames consistently 2024-05-13 23:41:07 +02:00
Rémi Verschelde
0a67ee52d1
Revert "GDScript: Implement get_dependencies()"
This reverts commit dc73440f89.

This commit in some form is needed to fix handling of dependencies on
export, but as it's also used for import, it's exposing some pre-existing
issues which we need to solve first.

So reverting for now to give ourselves time to iron this out for a future
Godot release.

Fixes #91726.
2024-05-13 16:59:43 +02:00
kobewi
a262d2d881 Add shorthand for using singleton string names 2024-05-11 18:53:08 +02:00
Rémi Verschelde
4d43fe1c96
Merge pull request #91472 from vnen/gdscript-default-static-variables-non-tool
GDScript: Initialize static variables with defaults in-editor
2024-05-03 01:21:40 +02:00
George Marques
22236380c0
GDScript: Initialize static variables with defaults in-editor
When the script is not marked as `@tool` the static constructor is not
called and thus the variables contain `null` by default. But since some
validated operations requires a valid value, this would cause a crash.

This commit solves this by initializing the static variables with a
default value based on their types in the editor, when they are not
marked as `@tool`, so if some `@tool` script access them, they will have
a valid typed value, avoiding the crash.
2024-05-02 15:09:22 -03:00
George Marques
99b702ea3d
GDScript: Call implicit ready on base script first
It is generally expected that the base class is called before the
inherited clas. This commit implements this behavior for the implicit
ready function (`@onready` annotation) to make it consistent with the
expectations.
2024-05-02 11:25:52 -03:00
Rémi Verschelde
c4733e8003
Merge pull request #90860 from vnen/gdscript-get-dependencies
GDScript: Implement `get_dependencies()`
2024-04-29 12:30:12 +02:00
rune-scape
6b88c86cec GDScript: invalidate GDScriptParserRef when reloading 2024-04-18 14:05:58 -07:00
George Marques
dc73440f89
GDScript: Implement get_dependencies()
The parser and analyzer now track the dependencies of the script and
return the list when the resource loader ask for them.

What is considered a dependency:

- Any `preload()` call.
- The base script this one extends.
- Any identifier, including types, that refers to global scripts.
- Any autoload singleton reference.
2024-04-18 11:54:37 -03:00
A Thousand Ships
59bcc2888c
Add methods to get argument count of methods
Added to:
* `Callable`s
* `Object`s
* `ClassDB`
* `Script(Instance)`s
2024-03-10 11:02:43 +01:00
Danil Alexeev
0908ad4005
GDScript: Fix paths in ResourceFormatLoaderGDScript::load() 2024-02-29 16:04:31 +03:00
Pedro J. Estébanez
5e144022e7 Enhance cache modes in resource loading
- Unify documentation, hoping to clear misconcepctions about about propagation of the cache mode across dependant loads.
- Clarify in docs that `CACHE_MODE_REPLACE` now also works on the main resource (from #87008).
- Add two recursive modes, counterparts of `CACHE_MODE_REPLACE` and `CACHE_MODE_IGNORE`, since it seems some need them (see #59669, #82830).
- Let resources, even loaded with one of the ignore-cache modes, get a path, which is useful for tools.
2024-02-26 14:59:04 +01:00
Danil Alexeev
8ffc50ee8c
GDScript: Canonicalize script path in FQCN 2024-02-26 10:46:24 +03:00
Rémi Verschelde
b652a81da7
Merge pull request #82554 from dsnopek/gdextension-placeholders
Allow registering "runtime classes" from GDExtension
2024-02-20 17:13:24 +01:00
David Snopek
ea75307a11 Allow registering "runtime classes" 2024-02-20 09:20:58 -06:00
Rémi Verschelde
6f805dee2a
Merge pull request #88365 from dalexeev/gds-fix-gdc-export
GDScript: Fix extension comparison for exported scripts
2024-02-15 17:35:58 +01:00
Danil Alexeev
a2e3e31e80
GDScript: Fix extension comparison for exported scripts 2024-02-15 17:53:24 +03:00
Muller-Castro
a8bc9f3e78 Add const lvalue ref to core/* container parameters 2024-02-14 11:20:36 -03:00
Rémi Verschelde
986c8af29d
Merge pull request #81629 from rune-scape/more-gdscript-deps
GDScript: Include lambda dependencies
2024-02-12 13:33:22 +01:00
George Marques
72e5f8c31e
GDScript: Enable compression on export
Besides the regular option to export GDScript as binary tokens, this
also includes a compression option on top of it. The binary format
needs to encode some information which generally makes it bigger than
the source text. This option reduces that difference by using Zstandard
compression on the buffer.
2024-02-08 11:20:07 -03:00
George Marques
b4d0a09f15
GDScript: Reintroduce binary tokenization on export
This adds back a function available in 3.x: exporting the GDScript
files in a binary form by converting the tokens recognized by the
tokenizer into a data format.

It is enabled by default on export but can be manually disabled. The
format helps with loading times since, the tokens are easily
reconstructed, and with hiding the source code, since recovering it
would require a specialized tool. Code comments are not stored in this
format.

The `--test` command can also include a `--use-binary-tokens` flag
which will run the GDScript tests with the binary format instead of the
regular source code by converting them in-memory before the test runs.
2024-02-08 11:20:05 -03:00
Rémi Verschelde
41564aaf77
Merge pull request #86999 from AThousandShips/init_note
Improve error message when a GDScript instance fails to be constructed
2024-02-08 13:49:44 +01:00
Rémi Verschelde
745f8e112f
Revert "Add UID support to GDScript files"
This reverts commit c7f68a27ec.

We still think GDScript files need UIDs to allow safe refactoring,
but we're still debating what form those should take exactly.

So far there seems to be agreement that it shouldn't be done via an
annotation as implemented here, so we're reverting this one for now,
to revisit the feature in a future PR.
2024-01-29 21:00:26 +01:00
A Thousand Ships
15369fdb1d
Remove unnecessary this-> expressions 2024-01-29 09:59:18 +01:00
Rémi Verschelde
d3003c48b3
Merge pull request #67132 from KoBeWi/This_commit_message_is_auto-generated._Do_not_modify_it-
Add UID support to GDScript files
2024-01-18 16:33:14 +01:00
kobewi
c7f68a27ec Add UID support to GDScript files 2024-01-17 22:30:56 +01:00
Yuri Sizov
c027aecc2e Merge pull request #86676 from rune-scape/sparse-script-reload
GDScript: Hot-reload changed scripts only
2024-01-17 18:52:54 +01:00
A Thousand Ships
cae3b822c3
Improve error message when a GDScript instance fails to be constructed
Co-authored-by: Slashscreen <SlashScreen@users.noreply.github.com>
2024-01-09 13:32:22 +01:00
rune-scape
49bce5c9ef GDScript: Lambda hotswap fixes 2024-01-04 16:33:54 -08:00
rune-scape
cde478bda6 Hot-reload only changed scripts 2024-01-02 17:56:52 -08:00
rune-scape
e4242f9b40 GDScript: Include lambda dependencies 2023-12-26 13:02:03 -08:00