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* Merge pull request #7532 from tagcup/pcg_prngRémi Verschelde2017-01-161-2/+2
|\ | | | | Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
| * Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant ↵Ferenc Arn2017-01-151-2/+2
| | | | | | | | | | | | with 32-bit output, 64-bit state). PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
* | Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-1/+1
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* | Style: Fix statements ending with ';;'Rémi Verschelde2017-01-164-4/+4
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* | Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | | | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* | Style: Cosmetic fixes to play nice with clang-formatRémi Verschelde2017-01-152-50/+65
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* Compile error when duplicate key in dictionery literal #7034James Mintram2017-01-141-0/+11
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* Merge pull request #6845 from karroffel/masterJuan Linietsky2017-01-146-2/+697
|\ | | | | Adds pattern matching to GDScript
| * pattern matcher: Implemented backendKarroffel2017-01-114-286/+372
| | | | | | | | changed comments
| * pattern matcher: Implemented transformationsKarroffel2017-01-113-35/+393
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| * pattern matching: implemented parserKarroffel2017-01-114-1/+252
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* | Merge pull request #4918 from jjay/f/error_on_redefineJuan Linietsky2017-01-141-0/+25
|\ \ | | | | | | Redefine var results in an error
| * | [GDScript] Redefine var results in an errorYakov Borevich2016-05-301-0/+25
| | | | | | | | | | | | | | | | | | | | | | | | | | | Error rised if redefine - function argument - for-loop argument - local-scope var Affects #3730
* | | Style: Fix whole-line commented codeRémi Verschelde2017-01-146-25/+34
| | | | | | | | | | | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* | | rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-143-6/+6
| | | | | | | | | | | | String.get_basename()
* | | Implicit inheritance now defaults to Resource, will error for node scripts ↵Juan Linietsky2017-01-122-1/+8
| | | | | | | | | | | | if extends not used.
* | | More efficient iteration syntax, and range() is converted behind the scenes ↵Juan Linietsky2017-01-111-0/+58
| | | | | | | | | | | | to it.
* | | Merge pull request #6930 from bojidar-bg/gdscript-export-array-hintRémi Verschelde2017-01-111-2/+33
|\ \ \ | | | | | | | | Allow typing hints for Array class (in GDScript and Inspector)
| * | | Allow typing hints for Array class (in GDScript and Inspector/ArrayPropertyEdit)Bojidar Marinov2016-10-261-2/+33
| | | | | | | | | | | | | | | | Closes #3586, by implementing the `1b` variation mentioned there.
* | | | Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-113-8/+8
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* | | | Merge pull request #7093 from bojidar-bg/named-colorsRémi Verschelde2017-01-112-0/+38
|\ \ \ \ | | | | | | | | | | Add named colors to GDScript/Visual Script/core.
| * | | | Add named colors to GDScript/Visual Script/core.Bojidar Marinov2016-12-172-0/+38
| | | | | | | | | | | | | | | | | | | | Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
* | | | | Type renames:Juan Linietsky2017-01-114-23/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | | | | It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+1
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* | | | | uses the global thread to protect the instacnes map in GDScript, closes #4615Juan Linietsky2017-01-102-3/+45
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* | | | | Moved JSON functions to built-in to_json, parse_json, validate_jsonJuan Linietsky2017-01-083-1/+78
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* | | | | Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky2017-01-081-3/+3
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* | | | | renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-2/+2
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* | | | | Fix code completion for new getnode syntaxJuan Linietsky2017-01-082-4/+31
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* | | | | -Fix bugs related to PoolVector crashesJuan Linietsky2017-01-084-0/+91
| | | | | | | | | | | | | | | | | | | | -Added ability to request nodes using $Name in GDScript :)
* | | | | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-2/+2
| | | | | | | | | | | | | | | | | | | | renamed to PoolVector
* | | | | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-052-14/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* | | | | -GDScript support for accessing properties directlyJuan Linietsky2017-01-045-67/+275
| | | | | | | | | | | | | | | | | | | | -Added code lookup and code completion support for properties too
* | | | | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-029-83/+83
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* | | | | Revert expression reduction from #7390Rémi Verschelde2017-01-021-1/+1
| | | | | | | | | | | | | | | | | | | | Fixes #7412.
* | | | | Merge pull request #7390 from bojidar-bg/gdscript-assign-errorRémi Verschelde2017-01-021-1/+10
|\ \ \ \ \ | | | | | | | | | | | | Disallow assignment to constants and expressions
| * | | | | Disallow assignment to constants and expressionsBojidar Marinov2016-12-291-1/+10
| | | | | | | | | | | | | | | | | | | | | | | | Fixes #6221, fixes #6824
* | | | | | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-0113-13/+13
|/ / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* | | | | Merge pull request #6802 from henriquelalves/masterRémi Verschelde2016-11-112-2/+6
|\ \ \ \ \ | |/ / / / |/| | | | Added small modification on gdscript parser to allow users insert '+' before variables
| * | | | Added small modification on parser for '+'Henrique L. Alves2016-10-222-2/+6
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* | | | | Make GDScript parser ignore floating strings in class definitionBojidar Marinov2016-11-031-1/+10
| | | | | | | | | | | | | | | | | | | | Fixes #1320
* | | | | style: Fix PEP8 blank lines issues in Python filesRémi Verschelde2016-11-011-3/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E3,W3`, fixes: - E301 - Add missing blank line. - E302 - Add missing 2 blank lines. - E303 - Remove extra blank lines. - E304 - Remove blank line following function decorator. - E309 - Add missing blank line. - W391 - Remove trailing blank lines.
* | | | | style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-2/+2
| |/ / / |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
* | | | Merge pull request #6564 from ↵Rémi Verschelde2016-10-221-2/+4
|\ \ \ \ | | | | | | | | | | | | | | | | | | | | SuperUserNameMan/gdscript_opcode_line_opcode_breakpoint fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
| * | | | Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in ↵yg2f2016-09-201-2/+4
| | |_|/ | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Release mode When godot is in release mode, GDscript compiler does not generate bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore. This optimizes GDscript execution speed when the script contains a lot of comments in blocs executed in loops. Fixes #6487
* | | | Merge pull request #6850 from akien-mga/pr-scsub-shebangRémi Verschelde2016-10-171-0/+2
|\ \ \ \ | | | | | | | | | | SCsub: Add python shebang as a hint for syntax highlighting
| * | | | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | | | | | | | | | | | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.
* | | | | Merge pull request #6692 from bojidar-bg/add-char-to-gd-vs-scriptRémi Verschelde2016-10-172-0/+16
|\ \ \ \ \ | |/ / / / |/| | | | Add `String char(int ascii)` function to GDScript and Visual Script
| * | | | Add `String char(int ascii)` function to GDScript and Visual ScriptBojidar Marinov2016-10-032-0/+16
| |/ / / | | | | | | | | | | | | Just hope it doesn't crashes with that much pointer math... :smile:
* | | | modules: Clone env in each moduleRémi Verschelde2016-10-151-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This allows to pass include paths and flags only to a given thirdparty library, thus preventing conflicts between their files (e.g. between opus and openssl which both provide modes.h. This also has the nice effect of making the compilation command smaller for each module as it no longer related to all other modules, only the final linking brings them together. This however requires adding manually the ogg include path in opus and vorbis when building against the builtin ogg, since it is no longer in the global env. Also simplified template 'thirdparty_<module>_sources' to 'thirdparty_sources'. "Core" modules like cscript, gdscript, gridmap, ik and virtual_script still use the main env_modules, but it could be changed if need be.