summaryrefslogtreecommitdiffstats
path: root/core/script_language.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Global class names (and GDScript support for it)Juan Linietsky2018-07-151-0/+77
|
* -Fixes to OBJ importer, option to disable optimizationJuan Linietsky2018-06-301-0/+14
| | | | -Fixes to script language, PlaceHolder can now get and check methods
* Revert "Make the performance reporting update frequency customizable"Juan Linietsky2018-05-281-2/+0
|
* Make the performance reporting update frequency customizableHugo Locurcio2018-05-181-0/+2
| | | | The default update frequency has been changed from 1000ms to 250ms.
* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+2
| | | | | | | 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
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add Script.get_base_script/instance_base_type APIWill Nations2017-12-191-0/+2
|
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-4/+4
|
* Removes Script::get_node_type()Jerome670002017-10-251-1/+0
| | | | used before GDScript, with squirrel apparently
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-1/+0
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Has_method is already provided by ObjectHein-Pieter van Braam2017-09-011-1/+0
| | | | | | | | | | c812c17633 introduces some extra gdscript bindings for signal discovery and adds a binding for has_method() to Script objects. This method is already provided by the ancestor Object. This fixes the startup message: ERROR: bind_methodfi: Class Script already has a method has_method At: core/class_db.cpp:1178.
* Made some methods to check method/signal availability in GDScript, closes #9800Juan Linietsky2017-08-291-0/+6
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Moved member variables from constructor to initialization listWilson E. Alvarez2017-08-081-5/+4
|
* keep default exported script values unless overriden, closes #8127Juan Linietsky2017-08-061-0/+33
|
* Script languges are uninitialized properly now.Juan Linietsky2017-07-221-0/+7
|
* Added a simpler/faster way to bind script languages instance wrappers to GodotJuan Linietsky2017-07-161-5/+0
|
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-112/+84
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-7/+7
| | | | | | | | 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!
* More visual script workJuan Linietsky2016-08-251-0/+1
| | | | | | | | | -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
* -Fix crashes with thread_exit()Juan Linietsky2016-06-261-0/+14
| | | | -Added draft of C script API (still disabled and unused)
* Added function to notify ScriptLanguage when a thread is created/freed, ↵Juan Linietsky2016-06-251-0/+16
| | | | allows scripts to allocate a stack there via TLS
* Changed reload logic to auto-hard-reload scripts on save. It's simpler to ↵Juan Linietsky2016-06-131-1/+11
| | | | use and also fixes #4756
* Ability to reload scripts on running gameJuan Linietsky2016-06-011-1/+1
|
* remove trailing whitespaceHubert Jarosz2016-03-091-5/+5
|
* -Some changes to how scenes and scripts are overriden in scene instance and ↵Juan Linietsky2016-01-231-0/+16
| | | | | | inheritance -Fixes #3127 and also properly fixes #2958
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-0/+14
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* improved get_node(), connect(), etc code completion.Juan Linietsky2015-06-261-0/+8
| | | | | -properly completes text arguments -includes the "/root" autoloads
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* UDP FixesJuan Linietsky2014-11-131-0/+7
| | | | | | | | | | | | | | -=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-221-1/+3
| | | | | | | | | | | properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
* Light Baker!Juan Linietsky2014-06-111-2/+0
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+305