Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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* | Add two missing Null checks | Hein-Pieter van Braam | 2017-08-26 | 1 | -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 Verschelde | 2017-08-25 | 1 | -61/+54 |
|\ | | | | | Make cast_to a static member of Object. | ||||
| * | Convert Object::cast_to() to the static version | Hein-Pieter van Braam | 2017-08-24 | 1 | -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 #10603 | Juan Linietsky | 2017-08-25 | 1 | -0/+14 |
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* | Fix mismatched signatures for GDScriptLanguage::complete_code | Rémi Verschelde | 2017-08-24 | 1 | -1/+1 |
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* | -Code completion for enumerations | Juan Linietsky | 2017-08-24 | 1 | -10/+131 |
| | | | | -Disabled GDNative and GDNativeScript so build compiles again | ||||
* | Changed MethodBind API to request information from methods. It's much claner ↵ | Juan Linietsky | 2017-08-23 | 1 | -6/+6 |
| | | | | | | now. Also changed PropertyInfo to include informatino about class names. | ||||
* | Removes editor_hint from SceneTree | Ignacio Etcheverry | 2017-08-19 | 1 | -1/+2 |
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* | Makes all Godot API's methods Lower Case | Indah Sylvia | 2017-08-07 | 1 | -2/+2 |
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* | Update GDScript completion names for Pool*Arrays | Andrii Doroshenko (Xrayez) | 2017-07-25 | 1 | -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 Ketson | 2017-07-22 | 1 | -1/+1 |
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* | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | 2017-07-19 | 1 | -10/+10 |
| | | | | -Added system for feature overrides, it's pretty cool :) | ||||
* | Remove methods from code completion which are already exposed by properties, ↵ | Juan Linietsky | 2017-06-23 | 1 | -2/+2 |
| | | | | makes completion cleaner and more close to the documentation. | ||||
* | GdScript: Add signal autocompletion to emit_signal function | Mariano Suligoy | 2017-06-23 | 1 | -1/+1 |
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* | Add ability to use custom script templates. | Andreas Haas | 2017-06-13 | 1 | -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 Linietsky | 2017-05-20 | 1 | -65/+4 |
| | | | | this might cause bugs I haven't found yet.. | ||||
* | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | 2017-05-17 | 1 | -1/+1 |
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* | Fix #8674, and rename a few things for clarity | Bojidar Marinov | 2017-05-08 | 1 | -1/+1 |
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* | Changed indent type settings | Paulb23 | 2017-04-26 | 1 | -1/+1 |
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* | Honoring the Indent setting for gdscript | Ramesh Ravone | 2017-04-25 | 1 | -10/+13 |
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* | Merge pull request #8444 from magyar123/pr-complete-paths | Rémi Verschelde | 2017-04-24 | 1 | -0/+24 |
|\ | | | | | Script editor now automatically completes file paths in GDScript | ||||
| * | Added autocomplete for file paths in the script editor | mbalint12 | 2017-04-18 | 1 | -0/+24 |
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* | | Added support for space indentation | Paulb23 | 2017-04-18 | 1 | -2/+23 |
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* | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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* | Fix typos in source code using codespell | Rémi Verschelde | 2017-03-24 | 1 | -1/+1 |
| | | | | From https://github.com/lucasdemarchi/codespell | ||||
* | Fixed typo in gdscript autocompletion. | mbalint12 | 2017-03-17 | 1 | -1/+1 |
| | | | | There was a missing '!' sign, but autocompletion shows parent script members too. | ||||
* | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -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. | Saracen | 2017-02-28 | 1 | -0/+10 |
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* | Merge pull request #7851 from shlomif/fix-some-compilation-warnings | Rémi Verschelde | 2017-02-26 | 1 | -0/+1 |
|\ | | | | | Get rid of some compilation warnings. | ||||
| * | Fix some compilation warnings. | Shlomi Fish | 2017-02-21 | 1 | -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 Linietsky | 2017-02-21 | 1 | -1/+1 |
|/ | | | | | | modified files) -.pck and .zip exporting redone, seems to be working.. | ||||
* | Style: Fix statements ending with ';;' | Rémi Verschelde | 2017-01-16 | 1 | -1/+1 |
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* | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -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 Linietsky | 2017-01-14 | 1 | -3/+3 |
| | | | | String.get_basename() | ||||
* | Type renames: | Juan Linietsky | 2017-01-11 | 1 | -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 Linietsky | 2017-01-08 | 1 | -2/+2 |
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* | Fix code completion for new getnode syntax | Juan Linietsky | 2017-01-08 | 1 | -0/+21 |
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* | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | 2017-01-05 | 1 | -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 directly | Juan Linietsky | 2017-01-04 | 1 | -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 Linietsky | 2017-01-02 | 1 | -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 Verschelde | 2017-01-01 | 1 | -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 templates | George Marques | 2016-09-12 | 1 | -0/+4 |
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* | Do ctrl-click on any code identifier to go to definiton or help page. | Juan Linietsky | 2016-09-12 | 1 | -0/+437 |
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* | Added constants from types in code completion, somehow this was never added. | Juan Linietsky | 2016-09-11 | 1 | -1/+12 |
| | | | | Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete.. | ||||
* | Merge pull request #5920 from 29jm/fix-warnings | Juan Linietsky | 2016-09-10 | 1 | -1/+1 |
|\ | | | | | Fix some more warnings | ||||
| * | Remove some unused variables | Johan Manuel | 2016-08-13 | 1 | -1/+1 |
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* | | Clean up GDScript template | Răzvan Cosmin Rădulescu | 2016-09-05 | 1 | -7/+5 |
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* | | Brand new networked multiplayer | Juan Linietsky | 2016-08-19 | 1 | -3/+25 |
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* | | Added yield() signal smart autocompletion. | Juan Linietsky | 2016-08-06 | 1 | -0/+17 |
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