| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix copyright headers referring to Godot
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Fix resource loader not resolving shallow loaded scripts through dependencies
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Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
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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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+ always default initialize static variables
+ dont invalidate script when dependant scripts don't compile/resolve
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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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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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GDScript: Fix extension comparison for exported scripts
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GDScript: Include lambda dependencies
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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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This reverts commit c7f68a27ec4b825302998eeb5a400f869cd21cf7.
We still think GDScript files need UIDs to allow safe refactoring,
but we're still debating what form those should take exactly.
So far there seems to be agreement that it shouldn't be done via an
annotation as implemented here, so we're reverting this one for now,
to revisit the feature in a future PR.
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KoBeWi/This_commit_message_is_auto-generated._Do_not_modify_it-
Add UID support to GDScript files
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GDScript: Hot-reload changed scripts only
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Fixes the issue by adding a mechanism by which the functions that were
previously disappearing can be profiled too. This is optional with
an editor setting, since collecting more information naturally slows the engine
further while profiling.
Fixes #23715, #40251, #29049
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get_must_clear_dependencies() has a N^3*log(N) time complexity, and this can very quickly slow down the quitting process as more gdscripts are added in a project.
This change improves it to N^2*log(N).
Instead of using all the inverted dependencies, we do the same with all (non-inverted) dependencies, which is N times faster.
Fixes #85435
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Commits reverted:
- 1ed69191483002ee62ec5b4d5adb16d3bc315ef3
- 271511726b02848783904429c8dde857f6266429
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Fix lambda cross-thread dynamics
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Co-authored-by: Adam Scott <ascott.ca@gmail.com>
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Fix modifying base script exports not propagating to derived scripts
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opened property editor
This patch fixes the user having to navigate away from the selected node which has the derived script attached and back to see the changes of the base script exports reflected in the property editor.
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GDScript: Fix duplication of inherited script properties
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C#: Add abstract class support
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