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* GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde2017-11-161-2043/+0
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* Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam2017-09-171-2/+2
| | | | | | | | | | | | | In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-1/+1
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-3/+1
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* GDScript: Use "is" keyword for type checking.Andreas Haas2017-05-271-1/+1
| | | | | | | | | | | | | | | Replaces the `extends` keyword with `is` in the context of testing for type compatibility. `extends` is still used for declaring class inheritance. Example: ```gdscript extends Node2D func _input(ev): if ev is InputEventKey: print("yay, key event") ```
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-2/+2
| | | | From https://github.com/lucasdemarchi/codespell
* Skip asserts on non-debug builds at compiler levelPedro J. Estébanez2017-03-131-0/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-685/+618
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Merge pull request #6845 from karroffel/masterJuan Linietsky2017-01-141-1/+66
|\ | | | | Adds pattern matching to GDScript
| * pattern matcher: Implemented backendKarroffel2017-01-111-4/+63
| | | | | | | | changed comments
| * pattern matcher: Implemented transformationsKarroffel2017-01-111-2/+8
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+4
| | | | | | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* | Implicit inheritance now defaults to Resource, will error for node scripts ↵Juan Linietsky2017-01-121-1/+6
| | | | | | | | if extends not used.
* | -GDScript support for accessing properties directlyJuan Linietsky2017-01-041-10/+108
| | | | | | | | -Added code lookup and code completion support for properties too
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | | | | | | | | | 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!
* | Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in ↵yg2f2016-09-201-2/+4
|/ | | | | | | | | | | | Release mode When godot is in release mode, GDscript compiler does not generate bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore. This optimizes GDscript execution speed when the script contains a lot of comments in blocs executed in loops. Fixes #6487
* Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky2016-09-121-0/+19
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* Ternary operator in GDScript (a if x else b)Bojidar Marinov2016-08-251-0/+40
| | | | Fixes #1961
* Brand new networked multiplayerJuan Linietsky2016-08-191-1/+5
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* Forgot to clear signals on recompile, closes #5729Juan Linietsky2016-07-171-0/+1
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* Removed unused variables (first pass)Rémi Verschelde2016-07-071-6/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Merge pull request #5407 from RandomShaper/opt-self-indexingJuan Linietsky2016-07-011-3/+11
|\ | | | | Optimize member access with self
| * Optimize member access with selfPedro J. Estébanez2016-06-251-3/+11
| | | | | | | | Let the compiler take the fast path when a member is superfluously accessed with `self.`.
* | Fix extends issue, closes #4026Juan Linietsky2016-06-281-1/+3
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* -All variables from script are visible through get_property_list(), not just ↵Juan Linietsky2016-06-111-0/+3
| | | | | | | those with export() -Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script -closes #5146
* Revert "Fix implicit GDScript Reference inheritance"punto-2016-06-061-6/+0
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* Fix implicit GDScript Reference inheritanceeska2016-06-051-0/+6
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* missed ifdef that broke android buildJuan Linietsky2016-06-011-1/+3
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* Ability to reload scripts on running gameJuan Linietsky2016-06-011-7/+69
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* First version of ProfilerJuan Linietsky2016-05-211-6/+35
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* Subclasses can now extend from other subclasses contained in scripts derived ↵Saracen2016-04-091-1/+16
| | | | from relative paths.
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* -wip on addon editorJuan Linietsky2016-02-291-0/+2
| | | | -fixes instantiable subclasses not working, as reported in #3871
* Fixed bug with default arguments in gdscript, closes #2024Juan Linietsky2016-01-031-1/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* added missing null checkZher Huei Lee2015-12-301-1/+1
| | | | for p_func inside _parse_function
* -add breakpoint statement to ease with debugging, closes #3165reduz2015-12-291-0/+4
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* - added 'onready' keyword to gdscript. Defers initialization of member ↵reduz2015-12-281-4/+29
| | | | variables until _ready() is run.
* added ability to define signals in scriptJuan Linietsky2015-06-241-10/+30
| | | | closes #2175
* -Throw error if setter and getter reference their member variable with self. ↵Juan Linietsky2015-04-181-0/+29
| | | | , fixes #1685
* -try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky2015-04-181-1/+1
| | | | fixes #1703
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Resolved bug that made yield() not work in some situations, fixes #884Juan Linietsky2015-01-061-1/+1
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* -added a check for setget while running the game , closes #1009Juan Linietsky2015-01-031-3/+50
| | | | -fixed issues in tilemap editor (swap arrows not showing/hiding properly)
* New Code CompletionJuan Linietsky2014-12-161-0/+7
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* Bug FixesJuan Linietsky2014-11-021-10/+14
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)