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path: root/core/script_language.h
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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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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Code completion for enumerationsJuan Linietsky2017-08-241-1/+1
| | | | -Disabled GDNative and GDNativeScript so build compiles again
* Script languges are uninitialized properly now.Juan Linietsky2017-07-221-0/+1
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* Added a simpler/faster way to bind script languages instance wrappers to GodotJuan Linietsky2017-07-161-1/+4
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* Add ability to use custom script templates.Andreas Haas2017-06-131-0/+2
| | | | | | | | | | 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
* Merge pull request #8420 from magyar123/pr-script-files-as-baseRémi Verschelde2017-04-241-0/+1
|\ | | | | Added the ability to select files as base when creating scripts