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* Fix -Wsign-compare warnings.marxin2019-02-271-2/+2
| | | | | I decided to modify code in a defensive way. Ideally functions like size() or length() should return an unsigned type.
* Fix all -Wtype-limits warnings.marxin2019-02-211-2/+2
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* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-3/+3
| | | | Fixes #25316.
* GDScript: Remove unused `switch`, `case` and `do` CF keywordsRémi Verschelde2019-02-201-9/+0
| | | | | | | | | | | | They had been reserved for future implementation, but we now have the `match` CF keyword which does the same and more. According to @reduz `do` was even added by mistake when copying from the shader language parser, it was never intended to add support for `do`... `while` loops, as the syntax would be awkward in GDScript, and the added sugar is not worth it. Fixes #25787.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* GDScriptTokenizer: Fix token_names orderlupoDharkael2018-10-141-1/+1
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* Rename slave keyword to puppetFabio Alessandrelli2018-09-151-4/+6
| | | | | The slave keyword will still be available as deprecated in 3.1 but will be dropped from future releases.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+3
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-1/+0
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* Added system for GDScript warningsGeorge Marques2018-08-101-1/+20
| | | | | | | - Count and panel per script. - Ability to disable warnings per script using special comments. - Ability to disable warnings globally using Project Settings. - Option to treat enabled warnings as errors.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-16/+16
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Add typing syntaxGeorge Marques2018-07-201-4/+7
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* Style: Format code with clang-format 6.0.1Rémi Verschelde2018-07-181-1/+1
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* Global class names (and GDScript support for it)Juan Linietsky2018-07-151-1/+3
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* New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli2018-05-291-0/+9
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* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-9/+0
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* New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli2018-05-261-0/+9
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-5/+5
| | | | Fixes #12973.
* GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde2017-11-161-0/+1466