summaryrefslogtreecommitdiffstats
path: root/modules/visual_script/visual_script_builtin_funcs.h
Commit message (Collapse)AuthorAgeFilesLines
* Implement cubic_interpolate() as MathFunc for refactoringSilc 'Tokage' Renew2022-02-121-0/+1
|
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Expose `randfn` to global scopeYuri Roubinsky2021-11-171-1/+2
|
* reimplement ping-pongSilc 'Tokage' Renew2021-11-031-0/+1
|
* Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and ↵Juan Linietsky2021-10-111-1/+0
| | | | NodeAnimation"
* implement ping-pong loop in animationTokage2021-10-091-0/+1
| | | | Co-authored-by: Chaosus <chaosus89@gmail.com>
* Add `print_verbose()` built-in function to print in verbose mode onlyHugo Locurcio2021-09-211-0/+1
| | | | | | | | | | This can be used as a shorthand for: if OS.is_stdout_verbose(): print("...") Unlike `print_debug()`, this works in release builds too and can be toggled off in debug builds.
* Remove cartesian2polar and polar2cartesiankobewi2021-08-311-2/+0
|
* Remove obsolete "dectime" methodAaron Franke2021-07-301-1/+0
| | | | Replaced by "move_toward"
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
|
* Replace ColorN and from HTML with a string constructorAaron Franke2021-02-011-1/+0
|
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Rename Math::stepify to snappedMarcel Admiraal2020-12-281-1/+1
|
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+0
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Exposed randi_range to global funcs + renamed rand_range to randf_rangeYuri Roubinsky2020-11-061-2/+3
|
* Add override keywords.Marcel Admiraal2020-07-101-10/+10
|
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | 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.
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-1/+1
| | | | objects and made them default.
* Remove deprecated decimals builtinRémi Verschelde2020-02-121-1/+1
| | | | Replaced by 'step_decimals' in 3.2 via #21425.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Implemented `ord` function in VisualScript64epicks2019-09-031-0/+1
|
* Added lerp_angles built-in functionChaosus2019-07-201-0/+1
| | | | | Co-authored-by: Xrayez <https://github.com/Xrayez> Co-authored-by: DleanJeans <https://github.com/DleanJeans>
* Add integer posmod and rename default arg namesAaron Franke2019-07-181-0/+1
| | | | | "posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator. I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-1/+2
|
* Added move_toward functions for float, Vector2 and Vector3Giacom2019-05-281-0/+1
|
* Added smoothstep built-in functionChaosus2019-04-071-0/+1
|
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Move things into the title bars of Visual Script nodes.Pieter-Jan Briers2018-04-301-1/+1
| | | | | | This is an attempt to make VS slightly nicer to use. WiP.
* 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/+2
|
* Merge pull request #12035 from Chaosus/wrapfuncRémi Verschelde2017-10-311-0/+2
|\ | | | | Added new Wrap functions for numbers
| * Added new wrap functionsChaosus2017-10-131-0/+2
| |
* | Merge pull request #12097 from rcurtis/issue12065Rémi Verschelde2017-10-201-0/+1
|\ \ | | | | | | Visualscript: Fixes untouched value is null instead of 0
| * | Fixed issue that improperly initialized visual node properties to NilRCurtis2017-10-141-0/+1
| |/
* / VisualScript: add inverse_lerp & range_lerpPoommetee Ketson2017-10-131-0/+2
|/
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-13/+7
| | | | | | | | | | | | | | | | | | | | | | | | 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/+28
|
* Merge pull request #7093 from bojidar-bg/named-colorsRémi Verschelde2017-01-111-0/+1
|\ | | | | Add named colors to GDScript/Visual Script/core.
| * Add named colors to GDScript/Visual Script/core.Bojidar Marinov2016-12-171-0/+1
| | | | | | | | Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
|/ | | | | | | | 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/+1
| | | | 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 Linietsky2016-09-061-0/+5
|
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-1/+2
| | | | profiler yet.
* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+109