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path: root/core/script_language.h
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* Implement game camera overrideErik2019-10-231-27/+0
| | | | | | | | | | | | | | | | | | | | | | Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
* Merge pull request #31870 from JFonS/add_network_profilerFabio Alessandrelli2019-09-051-0/+1
|\ | | | | Add network profiler
| * Add network profilerjfons2019-09-051-0/+1
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* | Adds skip-breakpoints featureiwek72019-09-031-1/+1
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* | Merge pull request #31021 from willnationsdev/script-reflectionRémi Verschelde2019-09-031-0/+6
|\ \ | |/ |/| Expose Script reflection methods to scripting API.
| * Expose Script reflection methods to scripting API.willnationsdev2019-08-011-0/+6
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* | Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-4/+0
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* Show icons for code completion optionsGeequlim2019-07-051-0/+1
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* Parse more informations for code completionGeequlim2019-07-041-1/+29
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* Merge pull request #28099 from lupoDharkael/fix-completionRémi Verschelde2019-06-031-2/+2
|\ | | | | Fix code completion not working with class_name
| * Don't allow class_name in built-in scriptslupoDharkael2019-04-171-1/+1
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| * Fix code completion not working with class_namelupoDharkael2019-04-161-1/+1
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* | Allow overriding how scripted objects are converted to stringsLeonard Meagher2019-05-031-0/+5
|/ | | | | | | | | | solves #26796 - ADD `String to_string()` method to Object which can be overriden by `String _to_string()` in scripts - ADD `String to_string(r_valid)` method to ScriptInstance to allow langauges to control how scripted objects are converted to strings - IMPLEMENT to_string for GDScriptInstance, VisualScriptInstance, and NativeScriptInstance - ADD Documentation about `Object.to_string` and `Object._to_string` - Changed `Variant::operator String` to use `obj->to_string()`
* Fix -Wnon-virtual-dtor warnings.marxin2019-04-021-0/+2
| | | | | Example of the warning: ./core/script_language.h:198:7: warning: 'class ScriptCodeCompletionCache' has virtual functions and accessible non-virtual destructor [-Wnon-virtual-dtor]
* Revert accidental commitsPedro J. Estébanez2019-03-201-3/+0
| | | | | This reverts commit fb37284c027b494ed3ec21124001fcb729f42cc4. This reverts commit 4db0f51b9aa76cfc7649787fe1970af606ce8dab.
* Create live view dock [wip]Pedro J. Estébanez2019-03-201-0/+3
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* Allow class_name scripts to have nested inheritanceGeorge Marques2019-03-091-0/+1
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* Fix enums coming from other classes without preloadBojidar Marinov2019-03-051-0/+1
| | | | Fix #19704, fix #26001
* Use script instance binding for objects constructed from C#Ignacio Etcheverry2019-02-091-0/+3
| | | | | | | Only possible if the object class is a "native type". If the object class is a user class (that derives a "native type") then a script is needed. Since CSharpLanguage does cleanup of script instance bindings when finished, cases like #25621 will no longer cause problems. Fixed ~Object() trying to free script instance bindings after the language has already been removed, which would result in a NULL dereference.
* Merge pull request #24877 from neikeq/issue-24280Rémi Verschelde2019-01-101-7/+4
|\ | | | | Fix properties being lost when reloading placeholder GDScript instance
| * Fix properties being lost when reloading placeholder GDScript instanceIgnacio Etcheverry2019-01-101-7/+4
| | | | | | | | | | | | | | During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing. The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance. I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
* | Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Allow signal connecting even if script is invalid (only when compiled with ↵Juan Linietsky2018-11-271-0/+1
| | | | tools), fixes #17070
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-4/+5
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Merge pull request #16927 from neikeq/rework-refcount-notifyJuan Linietsky2018-08-251-0/+2
|\ | | | | Notify instance binding data api of refcount increment/decrement
| * Notify instance binding data api of refcount increment/decrementIgnacio Etcheverry2018-08-231-0/+2
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* | Add custom icons to script classes.Will Nations2018-08-141-1/+1
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* | Merge pull request #20583 from neikeq/issue-15371Rémi Verschelde2018-08-141-0/+12
|\ \ | | | | | | Fix case where exported properties value is lost
| * | Fix case where exported properties value is lostIgnacio Etcheverry2018-07-291-0/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation - Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly. - Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false. - Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty. - PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not. - Fixed a few problems during reloading of C# scripts.
* | | Added system for GDScript warningsGeorge Marques2018-08-101-1/+8
|/ / | | | | | | | | | | | | - Count and panel per script. - Ability to disable warnings per script using special comments. - Ability to disable warnings globally using Project Settings. - Option to treat enabled warnings as errors.
* | Add editor highlight for type-safe linesGeorge Marques2018-07-201-1/+1
| | | | | | | | | | The line number is hightlighted to indicate that the line contains only type-safe code.
* | Global class names (and GDScript support for it)Juan Linietsky2018-07-151-1/+22
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* | -Fixes to OBJ importer, option to disable optimizationJuan Linietsky2018-06-301-2/+2
| | | | | | | | -Fixes to script language, PlaceHolder can now get and check methods
* | Refactor RPCMode enum and checksFabio Alessandrelli2018-05-291-12/+5
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* | Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-5/+12
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* | Refactor RPCMode enum and checksFabio Alessandrelli2018-05-261-12/+5
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* | Merge pull request #18545 from vnen/editor-autoloadJuan Linietsky2018-05-141-0/+2
|\ \ | | | | | | Enable autoload in editor
| * | Enable autoload in editorGeorge Marques2018-05-011-0/+2
| | | | | | | | | | | | | | | | | | - Tool scripts will be executed and can be accessed by plugins. - Other script languages can implement add/remove_named_global_constant to make use of this functionality.
* | | Local debugger fixes and extensionsBlazej Floch2018-05-071-0/+1
|/ / | | | | | | | | | | | | | | | | - Adds q/quit option to console debugging - Adds options (variable_prefix) - Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows) - Added option to list all breakpoints - Fixes add/remove breakpoint bug (invalid path parsing) - Minor cleanup
* | Ctrl+Clicking a enum now scrolls down to it in the docs.Felix Yang2018-04-031-1/+3
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* | Mono: Avoid invalid class names.Andreas Haas2018-03-151-0/+1
|/ | | | | | | Disallow reserved keywords as class names and prefix base class with the Godot namespace if it's the same as the class name. Fixes #12483
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Mono: Implement stack info for errors and exceptionsIgnacio Etcheverry2018-01-091-1/+3
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* 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!
* Abstract some method for script systemgeequlim2017-11-171-1/+6
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* Removes Script::get_node_type()Jerome670002017-10-251-2/+0
| | | | used before GDScript, with squirrel apparently
* Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialogIgnacio Etcheverry2017-10-241-0/+1
| | | | | - Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-1/+1
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* Fixes language overridden external editorsIgnacio Etcheverry2017-09-031-0/+1
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