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* Properly allow completion on variable initializer arguments, closes #9359Juan Linietsky2017-09-291-2/+1
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* Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam2017-09-171-1/+1
| | | | | | | | | | | | | 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
* Fix various assorted warningsHein-Pieter van Braam2017-09-081-3/+3
| | | | | Fix various warnings that don't have enough instances to merit individual commits. Also fixes a potential bug in audio_server.cpp.
* Merge pull request #10745 from neikeq/fix-docdata-and-stuffJuan Linietsky2017-08-291-4/+6
|\ | | | | DocData and virtual method type hints fixes
| * Makes built-in vararg methods actual vararg methodsIgnacio Etcheverry2017-08-291-2/+2
| | | | | | | | | | - Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them. - Makes EditorHelp display built-in vararg methods correctly.
| * DocData and type hints fixesIgnacio Etcheverry2017-08-291-2/+4
| | | | | | | | | | | | | | - Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
* | -Some fixes to code completion.Juan Linietsky2017-08-281-3/+28
| | | | | | | | | | -Fix getter in code completion being displayed when it shouldn't -Clean up preview generation for editors and exposed it as editor plugin
* | -Moved script run to editor, removed from projectJuan Linietsky2017-08-271-19/+34
|/ | | | | -fixed to code completion -fix shader crash bug reported by tagcup
* Dead code tells no talesRémi Verschelde2017-08-271-121/+3
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add two missing Null checksHein-Pieter van Braam2017-08-261-2/+6
| | | | | | | These Null checks were removed in #10581 but actually changed the logic of the functions in this case. This fixes #10654
* Merge pull request #10581 from hpvb/fix-gcc6+Rémi Verschelde2017-08-251-61/+54
|\ | | | | Make cast_to a static member of Object.
| * Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-61/+54
| | | | | | | | | | | | | | | | | | | | | | | | 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/
* | Implemented, The Amazing Zylann Hack (tm), fixes #10603Juan Linietsky2017-08-251-0/+14
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* Fix mismatched signatures for GDScriptLanguage::complete_codeRémi Verschelde2017-08-241-1/+1
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* -Code completion for enumerationsJuan Linietsky2017-08-241-10/+131
| | | | -Disabled GDNative and GDNativeScript so build compiles again
* Changed MethodBind API to request information from methods. It's much claner ↵Juan Linietsky2017-08-231-6/+6
| | | | | | now. Also changed PropertyInfo to include informatino about class names.
* Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+2
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
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* Update GDScript completion names for Pool*ArraysAndrii Doroshenko (Xrayez)2017-07-251-2/+2
| | | | | | | | | | | Notice: GDScript tokenizer used the old PoolFloatArray name. Renamed PoolFloatArray to PoolRealArray. Moved "project_settings.h" down one line to comply with the clang-format rules. Fixes #9638 Closed pull request #9714 because I messed up with commits, sorry!
* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-10/+10
| | | | -Added system for feature overrides, it's pretty cool :)
* Remove methods from code completion which are already exposed by properties, ↵Juan Linietsky2017-06-231-2/+2
| | | | makes completion cleaner and more close to the documentation.
* GdScript: Add signal autocompletion to emit_signal functionMariano Suligoy2017-06-231-1/+1
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* Add ability to use custom script templates.Andreas Haas2017-06-131-0/+13
| | | | | | | | | | 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
* 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()