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path: root/modules/visual_script/visual_script_builtin_funcs.cpp
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* Fixed argument names being swapped for atan2DualMatrix2018-09-161-1/+6
| | | | The arguments of atan2() should be y,x instead of x,y This was just wrong since the internal atan2 already had y,x as parameters, so if you followed the autocomplete the result would just be wrong.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-7/+7
| | | | | | 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 Verschelde2018-08-241-4/+1
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* Move things into the title bars of Visual Script nodes.Pieter-Jan Briers2018-04-301-1/+3
| | | | | | This is an attempt to make VS slightly nicer to use. WiP.
* Fixes for parameter names of builtin functions in visual scripts/coreChaosus2018-01-161-8/+8
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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!
* Add cartesian to polar conversion functionspablotato2017-11-201-0/+38
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* Add print_error function, akin to print_lineGeorge Marques2017-11-161-1/+1
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* Merge pull request #12035 from Chaosus/wrapfuncRémi Verschelde2017-10-311-0/+40
|\ | | | | Added new Wrap functions for numbers
| * Added new wrap functionsChaosus2017-10-131-0/+40
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* | Merge pull request #12097 from rcurtis/issue12065Rémi Verschelde2017-10-201-3/+6
|\ \ | | | | | | Visualscript: Fixes untouched value is null instead of 0
| * | Fixed issue that improperly initialized visual node properties to NilRCurtis2017-10-141-3/+6
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* / VisualScript: add inverse_lerp & range_lerpPoommetee Ketson2017-10-131-1/+47
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* Fix enums bindingsMaxim Sheronov2017-09-131-0/+59
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-374/+339
| | | | | | | | | | | | | | | | | | | | | | | | 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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* Added missing FIXMEs in PR #7878Ferenc Arn2017-03-021-1/+1
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* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-1/+1
| | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-2/+2
| | | | | | 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 Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-31/+31
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* 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: 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).
* Merge pull request #7093 from bojidar-bg/named-colorsRémi Verschelde2017-01-111-2/+24
|\ | | | | Add named colors to GDScript/Visual Script/core.
| * Add named colors to GDScript/Visual Script/core.Bojidar Marinov2016-12-171-2/+24
| | | | | | | | Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
* | Type renames:Juan Linietsky2017-01-111-9/+9
| | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-3/+3
|/ | | | | | | | 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()
* Add `String char(int ascii)` function to GDScript and Visual ScriptBojidar Marinov2016-10-031-0/+17
| | | | Just hope it doesn't crashes with that much pointer math... :smile:
* Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399Juan Linietsky2016-09-061-377/+405
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* More visual script improvementsJuan Linietsky2016-08-301-2/+13
| | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* -Added yield nodes to visual scriptJuan Linietsky2016-08-071-1/+1
| | | | | -Added input selection nodes to visual script -Added script create icon for those who miss it, will only appear when it can be used.
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-64/+608
| | | | profiler yet.
* More work on visual scripting..Juan Linietsky2016-08-031-2/+3
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* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+641