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Avoid unnecessary `Dictionary` conversions in `GDScriptInstance::validate_property`
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Updated GDScriptInstance::validate_property to only convert PropertyInfo to Dictionary if _validate_property function is found.
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Fix resource loader not resolving shallow loaded scripts through dependencies
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Add some comments to `#endif's` where it helps readability
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Also added some new line to improve readability
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: Danil Alexeev <danil@alexeev.xyz>
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GDScriptNativeClass: Allow getting static function as callable
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Expose `get_rpc_config` and `get_node_rpc_config`
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add documentation
Update doc/classes/Node.xml
change name of get_node_rpc_config to get_rpc_config
Co-Authored-By: moondog <159832633+dog-on-moon@users.noreply.github.com>
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
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GDScript: Fix small mistake in script valid checks
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Allow live reloading of built-in scripts
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GDScript: Partially allow member lookup on invalid scripts
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+ always default initialize static variables
+ dont invalidate script when dependant scripts don't compile/resolve
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Fix broken built-in script reloading
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Use Core/Scene stringnames consistently
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This reverts commit dc73440f899e6f32de748787e946ad762771fda0.
This commit in some form is needed to fix handling of dependencies on
export, but as it's also used for import, it's exposing some pre-existing
issues which we need to solve first.
So reverting for now to give ourselves time to iron this out for a future
Godot release.
Fixes #91726.
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GDScript: Initialize static variables with defaults in-editor
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When the script is not marked as `@tool` the static constructor is not
called and thus the variables contain `null` by default. But since some
validated operations requires a valid value, this would cause a crash.
This commit solves this by initializing the static variables with a
default value based on their types in the editor, when they are not
marked as `@tool`, so if some `@tool` script access them, they will have
a valid typed value, avoiding the crash.
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It is generally expected that the base class is called before the
inherited clas. This commit implements this behavior for the implicit
ready function (`@onready` annotation) to make it consistent with the
expectations.
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GDScript: Implement `get_dependencies()`
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The parser and analyzer now track the dependencies of the script and
return the list when the resource loader ask for them.
What is considered a dependency:
- Any `preload()` call.
- The base script this one extends.
- Any identifier, including types, that refers to global scripts.
- Any autoload singleton reference.
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Added to:
* `Callable`s
* `Object`s
* `ClassDB`
* `Script(Instance)`s
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- Unify documentation, hoping to clear misconcepctions about about propagation of the cache mode across dependant loads.
- Clarify in docs that `CACHE_MODE_REPLACE` now also works on the main resource (from #87008).
- Add two recursive modes, counterparts of `CACHE_MODE_REPLACE` and `CACHE_MODE_IGNORE`, since it seems some need them (see #59669, #82830).
- Let resources, even loaded with one of the ignore-cache modes, get a path, which is useful for tools.
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Allow registering "runtime classes" from GDExtension
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GDScript: Fix extension comparison for exported scripts
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GDScript: Include lambda dependencies
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Besides the regular option to export GDScript as binary tokens, this
also includes a compression option on top of it. The binary format
needs to encode some information which generally makes it bigger than
the source text. This option reduces that difference by using Zstandard
compression on the buffer.
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This adds back a function available in 3.x: exporting the GDScript
files in a binary form by converting the tokens recognized by the
tokenizer into a data format.
It is enabled by default on export but can be manually disabled. The
format helps with loading times since, the tokens are easily
reconstructed, and with hiding the source code, since recovering it
would require a specialized tool. Code comments are not stored in this
format.
The `--test` command can also include a `--use-binary-tokens` flag
which will run the GDScript tests with the binary format instead of the
regular source code by converting them in-memory before the test runs.
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