summaryrefslogtreecommitdiffstats
path: root/modules/gdnative/pluginscript/pluginscript_script.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-12/+21
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-5/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-5/+0
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Add ability to bind typed arrays to script APIJuan Linietsky2020-04-211-0/+7
| | | | | | | Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells Note: Will do a mass replace on later PRs of whathever I can find, but probably need a tool to grep through doc. Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
* Replace NULL with nullptrlupoDharkael2020-04-021-16/+16
|
* Refactor ScriptDebugger.Fabio Alessandrelli2020-03-081-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-8/+8
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-4/+4
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Optmized data sent during RPC and RSet calls.Andrea Catania2020-02-121-19/+86
| | | | | | | | | | - Now is sent the method ID rather the full function name. - The passed IDs (Node and Method) are compressed so to use less possible space. - The variant (INT and BOOL) is now encoded and compressed so to use much less data. - Optimized RPCMode retrieval for GDScript functions. - Added checksum to assert the methods are the same across peers. This work has been kindly sponsored by IMVU.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Add missing on error manifest struct destroy in pluginscript script initEmmanuel Leblond2019-12-011-7/+16
|
* Added some obvious errors explanationsqarmin2019-09-251-3/+1
|
* Make VarArg methods return types show up as Variant in API jsontoasteater2019-08-261-1/+1
| | | | | | | | | | | | VarArg methods have the return type Object in the API json for GDNative. This can cause undefined behavior in some language bindings due to lack of documentation on VarArg methods' behavior. This changes the MethodInfo of: - CSharpScript::_new - GDScript::_new - PluginScript::_new
* Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner2019-08-091-15/+10
| | | | "modules/gdnative", "modules/gdscript" directories.
* Remove bogus nulls from generated default valuesBojidar Marinov2019-06-291-4/+12
| | | | Also, fix crash in PluginScript destructor.
* Fixed cases of unsupported pointers being used to construct variantsAndrettin2019-06-291-1/+1
|
* Fix error macro calls not ending with semicolonRémi Verschelde2019-06-111-6/+6
| | | | | | | It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
* Replace a few #if/#elif with #ifdef and "#elif defined"Ignacio Etcheverry2019-04-051-1/+1
|
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* PluginScript: Add support for the new() methodNaoto Kondo2018-11-101-11/+75
|
* [Pluginscript] Fix not working exports in editorEmmanuel Leblond2018-06-151-19/+4
|
* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-291-12/+12
|
* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-12/+12
|
* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-261-12/+12
|
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Improve inheritance system in gdnative pluginscriptEmmanuel Leblond2018-01-161-25/+24
|
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-1/+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!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+5
|
* Removes Script::get_node_type()Jerome670002017-10-251-5/+0
| | | | used before GDScript, with squirrel apparently
* [GDnative] add pluginscript \o/Emmanuel Leblond2017-10-171-0/+454