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* Bind many more properties to scriptsBojidar Marinov2018-01-121-2/+2
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* 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!
* Fix function arg count not considered in VisualScriptPedro J. Estébanez2017-12-071-0/+1
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* Connect signal for VisualScript "Yield Signal" using oneshot modeMatthias Hoelzl2017-12-011-1/+1
| | | | | Since the first call to a VisualScriptFunctionState invalidates the state, any further call results in errors.
* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-5/+5
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Create API to add and remove VisualScript custom nodesGeorge Marques2017-11-151-0/+5
| | | | | | | This makes a VisualScriptEditor singleton, which gives plugins the ability to register their own custom nodes. Those will be available for insertion in the Visual Script editor, under the "Custom Nodes" category.
* Removes Script::get_node_type()Jerome670002017-10-251-5/+0
| | | | used before GDScript, with squirrel apparently
* Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialogIgnacio Etcheverry2017-10-241-0/+4
| | | | | - Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
* Merge pull request #11653 from bojidar-bg/doc-vscript-1Nathan Lovato2017-10-031-0/+1
|\ | | | | [DOCS] Document some of the VisualScript classes
| * Document some of the VisualScript classes.Bojidar Marinov2017-10-031-0/+1
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* | Renamed fixed_process to physics_processAndreaCatania2017-09-301-2/+2
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* | Rename pos to position in user facing methods and variablesletheed2017-09-201-5/+5
|/ | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-10/+12
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-1/+1
|\ | | | | Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+1
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* | Fix #6583, Condition + Wait nodes freezing the gameBojidar Marinov2017-08-191-4/+7
|/ | | | Make sure that only the first node after VS resume gets resumed
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-6/+6
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* Ability to set a function as sequenced, so when called you can choose not to ↵Juan Linietsky2017-08-081-0/+8
| | | | use sequence ports. Fixes #6346
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-4/+4
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* Add object type hint for docsPoommetee Ketson2017-07-231-6/+6
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-1/+1
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-4/+10
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* Add ability to use custom script templates.Andreas Haas2017-06-131-0/+11
| | | | | | | | | | Templates will be loaded from .godot/script_templates For now they're disabled for GDNative. Ideas for further improvements: - Add a "Save as Template" option to the script editor, as it can normally only save to res:// - Support more placeholders / custom placeholders
* 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.