| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core
This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
|
| |
|
|\
| |
| | |
Allow method binds to take Object subclasses as arguments
|
| |
| |
| |
| |
| |
| | |
This commit adds a condition to VariantCaster that casts Variants of type OBJECT to any type T, if T is derived from Object.
This change enables a fair bit of code cleanup. First, the Variant implicit cast operators for Node and Control can be removed, which allows for some invalid includes to be removed. Second, helper methods in Tree whose sole purpose was to cast arguments to TreeItem * are no longer necessary.
A few small changes also had to be made to other files, due to the changes cascading down all the includes.
|
|/ |
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
| |
|
| |
|
| |
|
| |
|
|\ |
|
| | |
|
| | |
|
| | |
|
|\ \
| | |
| | | |
Add theme item descriptions to the online documentation
|
| | | |
|
|\ \ \
| |/ /
|/| | |
Implement LSP didSave notification and rename request
|
| |/ |
|
| | |
|
|/ |
|
| |
|
| |
|
| |
|
|
|
|
| |
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
| |
|
| |
|
|
|
|
|
|
| |
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Sometimes to fix something you have to break it first.
This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.
Don't worry: other huge commits will come after this.
|
|
|
|
|
|
|
|
|
| |
`latest_client_id` now defaults to `-1` (invalid ID) instead of `0`.
Also fix typo in notification `gdscrip_client/changeWorkspace`,
and fix argument names in method binds.
Fixes #39375.
|
|
|
|
|
| |
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
|
|
|
|
|
|
|
| |
Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
|
| |
|
|\
| |
| | |
Return only scenes for script owners on LSP completion
|
| |
| |
| |
| | |
Fix: #36680
|
|/ |
|
|
|
|
| |
Fixes: #36473
|
|
|
|
| |
Enable smart resolve default to true as it is required for script symbol lookup
|
|
|
|
|
|
|
|
|
|
|
| |
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Using codespell 1.16.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
|
| |
|
| |
|
| |
|
|
|
|
| |
from LSP clients
|
| |
|
| |
|
|
|
|
|
| |
This action will show help for target symbol in godot editor and bring the godot editor window to foreground
Improved markdown documentation for symbols.
|
|
|
|
|
| |
Expose GDScriptLanguageProtocol singleton and classes for editor plugins (Not visiable in class tree)
Fix minor bug in symbol resolve
|