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* GDScript: Allow constant expressions in annotationsDanil Alexeev2023-01-251-62/+4
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* Merge pull request #71120 from jordigcs/ternaryGeorge Marques2023-01-251-0/+1
|\ | | | | Closes https://github.com/godotengine/godot/issues/71065
| * Allow standalone ternary expressionsjordi2023-01-191-0/+1
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* | Clarify error message about script-level annotationDanil Alexeev2023-01-241-1/+5
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* | Merge pull request #71914 from vnen/gdscript-no-continue-matchRémi Verschelde2023-01-231-19/+1
|\ \ | | | | | | | | | GDScript: Remove function of `continue` for match statement
| * | GDScript: Remove function of `continue` for match statementGeorge Marques2023-01-221-19/+1
| | | | | | | | | | | | | | | | | | The keyword is confusing and rarely is used in the intended way. It is removed now in favor of a future feature (pattern guards) to avoid breaking compatibility later.
* | | Add support for Unicode identifiers in GDScriptGeorge Marques2023-01-211-19/+9
|/ / | | | | | | | | | | This is using an adapted version of UAX#31 to not rely on the ICU database (which isn't available in builds without TextServerAdvanced). It allows most characters used in diverse scripts but not everything.
* | Merge pull request #67774 from aaronfranke/script-annotationsRémi Verschelde2023-01-161-43/+11
|\ \ | | | | | | Make script annotations be placed before `class_name` and `extends`
| * | Make script annotations placed before class_name and extendsAaron Franke2022-12-191-43/+11
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* | | Merge pull request #70540 from vaartis/multiline-arrays-dictionariesRémi Verschelde2023-01-131-0/+20
|\ \ \ | | | | | | | | | | | | Implement export_multiline support for Array[String] and Dictionary
| * | | Implement export_multiline support for Array[String] and DictionaryEkaterina Vaartis2022-12-251-0/+20
| |/ / | | | | | | | | | | | | | | | | | | | | | For arrays, specifically check if it's a string array and pass the type on to the editor. For dictionaries, save the hint on the type and use it later to draw the multiline editor, except for when adding a string key, because that doesn't make much sense. All string values however will be drawn as multiline.
* | | Merge pull request #70713 from vonagam/fix-unnamed-enum-outer-conflictsGeorge Marques2023-01-121-8/+2
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| * | | GDScript: Fix false name conflicts for unnamed enumsDmitrii Maganov2022-12-291-8/+2
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* | | Merge pull request #69590 from anvilfolk/enumsRémi Verschelde2023-01-091-9/+14
|\ \ \ | | | | | | | | | | | | GDScript enum fixes & refactor
| * | | Assorted enum and native type fixesocean (they/them)2023-01-091-9/+14
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* | | Merge pull request #70655 from vonagam/fix-assert-multilineRémi Verschelde2023-01-091-2/+7
|\ \ \ | |/ / |/| | | | | GDScript: Fix multiline and trailing comma for assert
| * | GDScript: Fix multiline and trailing comma for assertDmitrii Maganov2023-01-081-2/+7
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* | Unify typing of variables, constants and parameters in GDScriptDmitrii Maganov2023-01-061-5/+5
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* | One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
|/ | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* GDScript: Allow out of order member resolutionrune-scape2022-12-141-2/+50
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* Merge pull request #69303 from Chaosus/gds_fix_loopsRémi Verschelde2022-12-011-1/+2
|\ | | | | Reset unassigned local variables to null in the loops
| * Reset unassigned local variables to null in the loopsYuri Rubinsky2022-11-281-1/+2
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* | Merge pull request #69269 from red1939/red1939/masterRémi Verschelde2022-11-301-3/+2
|\ \ | |/ |/| | | Acknowledge that a CLASS kind of a DataType might not have an identifier
| * Acknowledge that a CLASS kind of a DataType might not have an identifierBartosz Bielecki2022-11-301-3/+2
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* | GDScript: Avoid using `get_global_class_native_base`rune-scape2022-11-271-2/+5
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* GDScript: Properly respect `int` type hint for `@export_range`unknown2022-11-241-0/+6
| | | | | | Fixes #69104. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* GDScript: Only check if ignoring warnings in debug buildRémi Verschelde2022-11-241-0/+2
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* GDScript: Fix setting to disable all warningsRémi Verschelde2022-11-201-0/+2
| | | | | | The boolean was never set with the value from the project settings. Fixes #64559.
* Merge pull request #68854 from anvilfolk/highlight-varRémi Verschelde2022-11-181-2/+2
|\ | | | | | | Add error highlighting for duplicate variables/constants
| * Add error highlighting for duplicate variables/constantsocean (they/them)2022-11-181-2/+2
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* | Fix cyclic references in GDScript 2.0Adam Scott2022-11-181-1/+7
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* Merge pull request #65372 from Mickeon/fix-treat-warnings-as-errorsRémi Verschelde2022-11-151-1/+1
|\ | | | | | | Fix "Treat Warnings as Errors" Project Setting doing nothing
| * Fix "Treat Warnings as Errors" Project Setting not workingMicky2022-09-051-1/+1
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* | GDScript compiler subclass bugfixesRune2022-11-131-0/+5
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* | Fix named enums to use int64 typeYuri Rubinsky2022-11-081-1/+1
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* | Added custom node exportGuilherme Sousa2022-10-141-5/+11
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* | Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-14/+8
| | | | | | | | change warnings=all to use /W4.
* | Fix completion of parameters in function call (2)Yuri Rubinsky2022-10-021-1/+2
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* | Fix completion of parameters in function callYuri Rubinsky2022-09-301-0/+4
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* | Prevent null crash when datatype not resolvedFrancois Belair2022-09-231-1/+1
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* | Add GDScript resource export.willnationsdev2022-09-171-0/+27
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* Remove old syntax for custom class iconVolTer2022-09-021-11/+0
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* Add documentation for all annotationsYuri Sizov2022-08-191-1/+1
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* [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.Fabio Alessandrelli2022-07-261-27/+21
| | | | | | | | | - RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
* Fix Vector4 parse errorkobewi2022-07-261-2/+2
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* Implement Vector4, Vector4i, Projectionreduz2022-07-231-0/+3
| | | | | | | | | | | | | Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
* GDScript: Fix brief/long description doc comments.Vladimir Savin2022-07-181-1/+10
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* Merge pull request #62901 from ↵George Marques2022-07-131-1/+2
|\ | | | | | | cdemirer/prevent-unnecessary-additional-parser-error
| * Prevent unnecessary additional parser errorcdemirer2022-07-111-1/+2
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* | Merge pull request #62900 from cdemirer/fix-parser-stuck-in-an-error-loopGeorge Marques2022-07-131-0/+1
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