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* DocData and type hints fixesIgnacio Etcheverry2017-08-291-1/+58
| | | | | | | - 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.
* Dead code tells no talesRémi Verschelde2017-08-271-196/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fix double single quotes in `connect` error printPoommetee Ketson2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-2/+2
| | | | | | | | | | | | 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/
* Changed MethodBind API to request information from methods. It's much claner ↵Juan Linietsky2017-08-231-0/+4
| | | | | | now. Also changed PropertyInfo to include informatino about class names.
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-3/+3
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* Rename localization method to `tr` againRémi Verschelde2017-08-181-4/+4
| | | | Partial revert of #10380 based on contributor ~~bullying~~ feedback.
* Rename `XL_MESSAGE` aka `tr` to `localize`Rémi Verschelde2017-08-171-9/+3
| | | | | Also renames `set_message_translation` to `set_message_localization` for consistency.
* Merge pull request #9987 from Rubonnek/move-members-to-initilization-listRémi Verschelde2017-08-111-71/+59
|\ | | | | Moved member variables from constructor to initialization list
| * Moved member variables from constructor to initialization listWilson E. Alvarez2017-08-081-71/+59
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* | Fixes method definitions with extra number of argumentsIgnacio Etcheverry2017-08-101-1/+1
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* | Removes type information from vararg method bindsIgnacio Etcheverry2017-08-101-1/+1
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* | Removes type information from method bindsIgnacio Etcheverry2017-08-101-8/+8
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* | Adds missing type information to virtual method bindsIgnacio Etcheverry2017-08-101-1/+1
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-8/+8
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* Fix is_class check typo in ObjectDB::cleanupRuslan Mustakov2017-08-061-1/+1
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* Made bool constructor explicit in Variant to avoid bugs, fixes #7843Juan Linietsky2017-08-051-6/+13
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* function to add script and instance at once, as needed by neikeqJuan Linietsky2017-07-221-0/+11
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* _get return type fixRamesh Ravone2017-07-181-1/+1
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* Added a simpler/faster way to bind script languages instance wrappers to GodotJuan Linietsky2017-07-161-0/+24
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* Bindings: Fix Object::get_meta return type.Andreas Haas2017-07-161-1/+1
| | | | The method was shown as void in the docs.
* Merge pull request #9195 from kubecz3k/obj-incoming-connectionsRémi Verschelde2017-06-271-0/+16
|\ | | | | Ability to get a list of signals that are targeting given object
| * Ability to get a list of signals that are targeting objectJakub Grzesik2017-06-151-0/+16
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* | -Added folding to property editor, persistent on objects it editsJuan Linietsky2017-06-251-0/+42
|/ | | | -Some changes to tree to support this properly
* -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-6/+6
| | | | -Restored resource previews!
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* fixed ClassDB inconsistenciesKarroffel2017-03-131-1/+1
| | | | fixes #7960
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-647/+528
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -begin of export work, not done yetJuan Linietsky2017-02-151-4/+4
| | | | -fixes to make scenes exported from godot 2.x work
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-36/+36
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+2
| | | | | | | | | 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).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-7/+11
| | | | | 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.
* -All types have editable script now in propertiesJuan Linietsky2017-01-091-2/+0
| | | | -Changed clip to a property in Control which can be set by the user
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-9/+36
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-68/+68
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Throw error when trying to emit a non-existing signal.Andreas Haas2016-09-251-0/+9
| | | | closes #6017
* Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-101-0/+1
|\ | | | | Fix some more warnings
| * Fix some warnings about unhandled switch casesJohan Manuel2016-08-131-0/+1
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* | Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky2016-09-071-20/+4
| | | | | | | | documentation more clearly and also make it easier to bind to C#
* | More visual script workJuan Linietsky2016-08-251-29/+92
| | | | | | | | | | | | | | | | | | -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
* | Allow documenting unexposed return types in bind_native_methodeska2016-08-061-1/+1
|/ | | | Document return type of `Object.call` and `GDScript.new`
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-1/+1
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Object: get_signal_connection_list fixedJ08nY2016-06-211-8/+10
| | | | | now returns only the connections for the signal argument, as specified fixes #5329
* Fix indentation issues in last commitsRémi Verschelde2016-06-071-3/+3
| | | | Ping @reduz.
* Added function get_signals_connected_to_this_this()Juan Linietsky2016-06-061-0/+7
| | | | should help properly implement #5058
* Created a NodeDock with signals and groupsJuan Linietsky2016-06-041-0/+18
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* Changed import workflowJuan Linietsky2016-05-271-0/+7
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* Real-Time Remote Inspector supportJuan Linietsky2016-05-221-1/+1
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