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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Add PluginScript support for global class naming/icon pathEmmanuel Leblond2020-12-081-0/+9
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* Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-0/+2
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* Documentation generation for GDScriptThakee Nathees2020-11-291-0/+7
| | | | | | | | | | | | | | | | | | - ClassDoc added to GDScript and property reflection data were extracted from parse tree - GDScript comments are collected from tokenizer for documentation and applied to the ClassDoc by the GDScript compiler - private docs were excluded (name with underscore prefix and doesn't have any doc comments) - default values (of non exported vars), arguments are extraced from the parser - Integrated with GDScript 2.0 and new enums were added. - merge conflicts fixed
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Add override keywords.Marcel Admiraal2020-07-101-33/+33
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+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/+5
| | | | | | | | | | 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/+2
| | | | | | | 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)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-2/+2
| | | | objects and made them default.
* Optmized data sent during RPC and RSet calls.Andrea Catania2020-02-121-4/+13
| | | | | | | | | | - 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.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #23615 from buresu/pluginscript-newRémi Verschelde2018-12-181-2/+3
|\ | | | | PluginScript: Add support for the new() method
| * PluginScript: Add support for the new() methodNaoto Kondo2018-11-101-2/+3
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* | Allow signal connecting even if script is invalid (only when compiled with ↵Juan Linietsky2018-11-271-0/+1
|/ | | | tools), fixes #17070
* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-291-4/+4
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* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-4/+4
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* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-261-4/+4
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* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-1/+1
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* Improve inheritance system in gdnative pluginscriptEmmanuel Leblond2018-01-161-1/+1
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* 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!
* Removes Script::get_node_type()Jerome670002017-10-251-2/+0
| | | | used before GDScript, with squirrel apparently
* [GDnative] remove useless (and illegal !) STL includeEmmanuel Leblond2017-10-201-1/+0
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* [GDnative] add pluginscript \o/Emmanuel Leblond2017-10-171-0/+130