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path: root/modules/visual_script/visual_script_func_nodes.cpp
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* Visualscript: Add types for base type get and set.K. S. Ernest (iFIre) Lee2019-07-191-9/+23
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* Fixes minor issues found by static analyzerqarmin2019-07-071-7/+0
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* Some code changed with Clang-Tidyqarmin2019-06-261-5/+2
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* Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-091-1/+2
| | | | | | It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
* calculate inputs count from arg types instead of namesMarcin Zawiejski2019-03-041-3/+2
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+3
| | | | | | 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 Verschelde2018-08-241-1/+0
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* Improve VisualScript UXK. S. Ernest (iFire) Lee2018-07-241-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Prototype faster function call ux. * Work on general search ux. * Able to create nodes from search. * Show class for variables but not methods. * Get actions search working. * Descriptions now show for both methods and properties. * Enable zooming on mouse wheel up and down. * Make the drag trigger on right mouse button. * Search now shows for action visual script nodes. * Able to search visual node names. * Search works better. * Change zooming scale to hide artifacts better. * Remove zoom changes * Select from base should check properties too like the other functions. * Seq_connect flag is needed to set sequence lines correctly. * Remove comment * Code cleanup with function names and arguments. * Use brief description for search descriptions. * Clean and fix bug with input nodes connecting with sequence lines. * Add a warning and fix some edge conditions with sequence into data lines and vice versa. * Don't search functions when pulling from a sequence node. * Don't show actions when pulling from a data line. * Set set and get properties. * Convert visual script operators to the correct type * Create a function preset finds only functions. * Singletons can now find functions. * Add shift-a for generic search. * Add brief descriptions for Visual Script nodes. * Search boxes can now filter names. * Add bigger hit zones to node connect. * For the drop zones, make all the rect2 areas the same size. * Function names in visual script node should be lower case so that search works better. * Use the convention of capitalize() for set, set, visual script nodes and methods. * Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search * Make type_cast use the connecting node's type and remove use of found variable. * Fix case where you call an instance's call function where it becomes an invalid call. * Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections. * Make the window bigger. * Make connect_data and connect_seq more robust. * Add icons to search items. * Add vs constructors in shift-a menu. * Operators, builtins and constructors show type name. Fix several problems with port connections. * In shift-a mode search everything. * Code cleanup * Work on autocompleting the type. * Use type guess in action creation. * Check if type hint string exists in object variables when generating the visual script search. * Add the hint to SceneTree. * Add original type detection. * Make type casting great again. This puts the type casted base type as the data output type string hint. * Pass the type in a VisualScriptFunctionCall too. * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string. * Make sure the instance is passed in VisualScriptPropertySet. * Restore search on the node's type. * Remove dependencies from graph_edit. * Remove dependencies from property_selector and name the class visual_script_property_selector. * Extract hot zones into a function. * Move hot_zones constants into default theme. * Bigger capture zones. * Clean messy port_grab_distance variables. * Remove RMB functionality. * Remove memory leak on showing visual script descriptions. * Read the port_grab_distance constants on enter tree and theme changed.
* More stuff!Pieter-Jan Briers2018-05-011-48/+28
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* Move things into the title bars of Visual Script nodes.Pieter-Jan Briers2018-04-301-21/+11
| | | | | | This is an attempt to make VS slightly nicer to use. WiP.
* Bind many more properties to scriptsBojidar Marinov2018-01-121-7/+7
| | | | | | | 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!
* Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-8/+8
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* Fix "Invalid outputs" error when calling a void method from visual scriptBojidar Marinov2017-11-081-0/+2
| | | | Fixes #11851
* VisualScript crashfix when returns are too fewMarcelo Fernandez2017-09-301-2/+8
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* Fixed constness of variant functions, as well as visual script sequence ↵Juan Linietsky2017-09-251-2/+2
| | | | ports. Closes #11258
* Move Variant::evaluate() switch to computed gotoHein-Pieter van Braam2017-09-171-1/+1
| | | | | | | | | | | | | In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291
* Fix enums bindingsMaxim Sheronov2017-09-131-0/+20
| | | | | 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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* Added/Fixed null pointer checksWilson E. Alvarez2017-08-261-3/+3
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-17/+8
| | | | | | | | | | | | 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 #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-10/+11
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-10/+11
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* | 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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* | Updated function argument namesWilson E. Alvarez2017-08-121-3/+3
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-10/+10
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* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-8/+8
| | | | -Added system for feature overrides, it's pretty cool :)
* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-54/+275
| | | | | | -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
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-1/+1
| | | | -Fixded BackBuffercopy object
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-101/+4
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-885/+726
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-56/+56
| | | | | | 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 Braam2017-02-131-28/+28
| | | | This saves typing and is a step towards fixing #56
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-2/+2
| | | | | 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.
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-2/+2
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-7/+7
| | | | | | | | 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 Linietsky2017-01-021-76/+76
| | | | | | | | 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 Linietsky2016-09-071-0/+8
| | | | documentation more clearly and also make it easier to bind to C#
* Connection hints when connecting to empty space.Juan Linietsky2016-09-031-0/+23
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* Made basic call nodes unsequenced, since they are like gdscript and most ↵Juan Linietsky2016-09-031-2/+2
| | | | return const.
* More improvements to visual script..Juan Linietsky2016-08-311-0/+25
| | | | fixed a bug of not saving when sub-nodes changed.
* More visual script improvementsJuan Linietsky2016-08-301-39/+41
| | | | | | -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 Linietsky2016-08-281-102/+159
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