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path: root/modules/visual_script/visual_script.cpp
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* External editor improvements and fixesIgnacio Etcheverry2017-04-171-0/+12
| | | | | | | | | | | | | | | Notable changes: - Now ScriptLanguages have the option to override the global external editor setting. If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used. - Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`. - `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from. Fixes: - Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor. - Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit. - `Script::get_member_line()` now returns -1 ("found nothing") by default.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-1029/+812
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+29
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* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-65/+65
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-2/+2
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | 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
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-68/+68
| | | | | | | | 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()
* Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky2016-09-071-1/+1
| | | | documentation more clearly and also make it easier to bind to C#
* Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399Juan Linietsky2016-09-061-1/+2
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* Should Fix Compiling Export TemplatesISylvox2016-09-061-1/+2
| | | | | - Works on Windows, Linux x11, Linux Server, Android, HTML5 - Not tested on Mac/iOS (don't have Apple's devices yet)
* Removed script_variables/ prefix to VS properties, made them easier to ↵Juan Linietsky2016-09-041-26/+12
| | | | access from GD and Expression nodes
* Added expression nodes to visual script, please test.Juan Linietsky2016-09-041-5/+9
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* Connection hints when connecting to empty space.Juan Linietsky2016-09-031-0/+17
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* More improvements to visual script..Juan Linietsky2016-08-311-0/+20
| | | | fixed a bug of not saving when sub-nodes changed.
* -Reworked constant nodes betterJuan Linietsky2016-08-311-2/+13
| | | | -Added simple switch node, removed InputEventFilter
* More visual script improvementsJuan Linietsky2016-08-301-56/+155
| | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* Several all around fixes to visual scripting (in the process of creating demos)Juan Linietsky2016-08-281-4/+38
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* More visual script workJuan Linietsky2016-08-251-18/+49
| | | | | | | | | -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
* Proper function/property selection in visual script editing for property.Juan Linietsky2016-08-231-1/+12
| | | | This one has an ordered list, built-in description, search, etc.
* Brand new networked multiplayerJuan Linietsky2016-08-191-2/+11
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* VisualScript: Adding TOOLS_ENABLED flag where needed (#6144)vkbsb2016-08-151-1/+2
| | | Fixes #6022.
* Added a simpler way to do sub-functions in both visual and gdscript with the ↵Juan Linietsky2016-08-081-1/+31
| | | | | | | subcall node. With this, visual script is almost done (missing registering custom nodes from addon). All this is probably pretty broken, too and needs a lot of testing.
* Added ability to create custom nodes from script.Juan Linietsky2016-08-071-0/+3
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* Automatically turn on process callbacks if relevant callbacks in node existsJuan Linietsky2016-08-071-0/+17
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* -Added yield nodes to visual scriptJuan Linietsky2016-08-071-78/+280
| | | | | -Added input selection nodes to visual script -Added script create icon for those who miss it, will only appear when it can be used.
* Reverted printable null object, seems to cause bugs around and not sure why.Juan Linietsky2016-08-061-2/+2
| | | | Will have to check better, likely for 3.0
* Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky2016-08-061-17/+283
| | | | support, but VisualScript should be more or less done!
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-9/+861
| | | | profiler yet.
* More work on visual scripting..Juan Linietsky2016-08-031-0/+91
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* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+1156