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path: root/modules/gdscript/gd_editor.cpp
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-65/+4
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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* Fix #8674, and rename a few things for clarityBojidar Marinov2017-05-081-1/+1
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* Changed indent type settingsPaulb232017-04-261-1/+1
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* Honoring the Indent setting for gdscriptRamesh Ravone2017-04-251-10/+13
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* Merge pull request #8444 from magyar123/pr-complete-pathsRémi Verschelde2017-04-241-0/+24
|\ | | | | Script editor now automatically completes file paths in GDScript
| * Added autocomplete for file paths in the script editormbalint122017-04-181-0/+24
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* | Added support for space indentationPaulb232017-04-181-2/+23
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* Fixed typo in gdscript autocompletion.mbalint122017-03-171-1/+1
| | | | There was a missing '!' sign, but autocompletion shows parent script members too.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-1101/+915
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Inf and NaN support added to GDScript.Saracen2017-02-281-0/+10
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* Merge pull request #7851 from shlomif/fix-some-compilation-warningsRémi Verschelde2017-02-261-0/+1
|\ | | | | Get rid of some compilation warnings.
| * Fix some compilation warnings.Shlomi Fish2017-02-211-0/+1
| | | | | | | | | | | | Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
* | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
|/ | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-9/+11
| | | | | 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.
* rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-3/+3
| | | | String.get_basename()
* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-2/+2
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* Fix code completion for new getnode syntaxJuan Linietsky2017-01-081-0/+21
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-10/+10
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* -GDScript support for accessing properties directlyJuan Linietsky2017-01-041-56/+120
| | | | -Added code lookup and code completion support for properties too
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-55/+55
| | | | | | | | 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!
* Fix build for templatesGeorge Marques2016-09-121-0/+4
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* Do ctrl-click on any code identifier to go to definiton or help page.Juan Linietsky2016-09-121-0/+437
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* Added constants from types in code completion, somehow this was never added.Juan Linietsky2016-09-111-1/+12
| | | | Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
* Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-101-1/+1
|\ | | | | Fix some more warnings
| * Remove some unused variablesJohan Manuel2016-08-131-1/+1
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* | Clean up GDScript templateRăzvan Cosmin Rădulescu2016-09-051-7/+5
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* | Brand new networked multiplayerJuan Linietsky2016-08-191-3/+25
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* | Added yield() signal smart autocompletion.Juan Linietsky2016-08-061-0/+17
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* | Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-1/+1
| | | | | | | | support, but VisualScript should be more or less done!
* | VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-2/+9
| | | | | | | | profiler yet.
* | Document FuncRef, GDFunctionState, InstancePlaceholder, RID, World2Deska2016-07-301-1/+1
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* Removed unused variables (first pass)Rémi Verschelde2016-07-071-48/+9
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Properly show the source:line even in inner clases, closes #3766Juan Linietsky2016-06-281-1/+1
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* Removed lots of printsDaniel J. Ramirez2016-06-181-8/+0
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* reverted to ==, if a line is missing a statement, we'll have to make sure to ↵Juan Linietsky2016-06-171-1/+1
| | | | add it
* changed == for >= since some statements may not store a line (if line is empty)Juan Linietsky2016-06-171-1/+1
| | | | this is added to #5204
* Fix crash in code completionGeorge Marques2016-06-131-5/+7
| | | | Fix #4641
* First version of ProfilerJuan Linietsky2016-05-211-29/+29
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* -Change link to new documentationJuan Linietsky2016-02-201-0/+1
| | | | -fixed bug in tilemap collision debug
* Merge pull request #3658 from Hinsbart/doc_joyeventRémi Verschelde2016-02-111-2/+2
|\ | | | | doc: use correct identifiers for InputEventJoystick{Motion, Button}
| * doc: use correct identifier for InputEventJoystick{Motion, Button}hondres2016-02-101-2/+2
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* | -Added missing functions to the doc, fixes #3583Juan Linietsky2016-02-091-0/+24
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Added proper code completion for singletonsreduz2015-12-281-0/+64
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