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path: root/modules/gdscript/gd_tokenizer.cpp
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* Dead code tells no talesRémi Verschelde2017-08-271-49/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-3/+1
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* Merge pull request #9731 from Xrayez/gdscript-completionRémi Verschelde2017-07-251-1/+1
|\ | | | | Update GDScript completion names for Pool*Arrays
| * Update GDScript completion names for Pool*ArraysAndrii Doroshenko (Xrayez)2017-07-251-1/+1
| | | | | | | | | | | | | | | | | | | | | | 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!
* | fix a regression (GDScript) from e00630bKarroffel2017-07-251-1/+1
|/ | | | | | | | | This removes `not` from the variable safe list of keywords. Before that this was a valid expression: self.!(some_arg) The other fix is just a forgotten boolean negation.
* Make GDScript allow some keywords as identifiersBojidar Marinov2017-07-231-100/+218
| | | | | Fixes #8085 Added some comments around the use of is_token_literal, as discussed.
* GDScript: Use "is" keyword for type checking.Andreas Haas2017-05-271-0/+2
| | | | | | | | | | | | | | | 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") ```
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-1/+0
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+0
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Add '$' to token namesSaggi Mizrahi2017-04-011-0/+1
| | | | | | | It was missing from this array and would cause godot to crash or report bad errors. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-600/+563
| | | | | | | | | | | | | | | | | | | | | | | | 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/+4
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* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
* made _ a special token in GDScriptkarroffel2017-01-201-0/+2
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* Merge pull request #6845 from karroffel/masterJuan Linietsky2017-01-141-0/+2
|\ | | | | Adds pattern matching to GDScript
| * pattern matching: implemented parserKarroffel2017-01-111-0/+2
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-141-6/+10
| | | | | | | | | | 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.
* | Type renames:Juan Linietsky2017-01-111-11/+10
| | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky2017-01-081-1/+1
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* | Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky2017-01-081-3/+3
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* | -Fix bugs related to PoolVector crashesJuan Linietsky2017-01-081-0/+3
| | | | | | | | -Added ability to request nodes using $Name in GDScript :)
* | 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!
* | Adapt overlooked instances of zero-based column numbersPedro J. Estébanez2016-10-131-5/+5
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* | Make text column numbers one-basedPedro J. Estébanez2016-10-101-1/+1
|/ | | | | | | | Make one-based the column number on the code editor Make one-based the column number for GDScript error messages Make one-based the column number for shader code error messages
* Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-101-2/+2
|\ | | | | Fix some more warnings
| * Fix some comparisons between signed and unsigned integersJohan Manuel2016-08-131-2/+2
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* | Adds enums to GDScriptBojidar Marinov2016-08-271-0/+2
| | | | | | | | Fixes #2966
* | Brand new networked multiplayerJuan Linietsky2016-08-191-1/+9
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* Removed unused variables (first pass)Rémi Verschelde2016-07-071-1/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* correctly parse floats in scientific notationDennis Brakhane2016-06-181-1/+1
| | | | | | | | | | GDScript incorrectly parsed float values in scientific notation when no decimal point was given. "1e-5" was parsed as "15". Fix this by not requiring a decimal point when we found an exponent for the number to be considered a float. Fixes #5267
* gdscript tokenizer will dislike use of case, closes #4991Juan Linietsky2016-06-111-2/+3
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* remove trailing whitespaceHubert Jarosz2016-03-091-9/+9
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* Removed GDScript "function" keywordFranklin Sobrinho2016-01-131-1/+0
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* Added missing onready token nameIgnacio Etcheverry2016-01-071-0/+1
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* Added var2bytes and bytes2var to convet any variable to bytes and back. ↵Juan Linietsky2016-01-021-1/+1
| | | | Closes #2075
* PI is now a built-in constant, fixes #2134Juan Linietsky2016-01-021-1/+3
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* -properly handle newline in \ (line continuation) in gdscript, fixes #2112Juan Linietsky2016-01-021-0/+1
| | | | -also fix a small crash in export detection with scripts that include themselves
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* small fixes to color8Juan Linietsky2015-12-311-1/+1
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* -add breakpoint statement to ease with debugging, closes #3165reduz2015-12-291-1/+3
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* - added 'onready' keyword to gdscript. Defers initialization of member ↵reduz2015-12-281-1/+2
| | | | variables until _ready() is run.
* Remove unexpected GDScript built-in type aliaseseska2015-11-231-6/+0
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* Add missing token name for signal. closes #2201neikeq2015-08-071-0/+1
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* more debugger fixesJuan Linietsky2015-08-041-0/+5
| | | | | -setting/clearing breakpoints during run-time now works -multi-line strings resulted in wrong line numbers in bytecode, fixed
* more code completion improvementsJuan Linietsky2015-06-271-1/+1
| | | | | | -calltip dissapears with more types of keypresses or when pressing ')' -properly looks into autoloaded scripts or nodes with another script for script functions/variables/etc.
* improved get_node(), connect(), etc code completion.Juan Linietsky2015-06-261-15/+18
| | | | | -properly completes text arguments -includes the "/root" autoloads
* added ability to define signals in scriptJuan Linietsky2015-06-241-0/+1
| | | | closes #2175
* -Added prints() function, fixes #1132, #1859Juan Linietsky2015-05-091-1/+1
| | | | -Tabs work inside built-in log window, fixes #1867