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* Remove VisualScript module for 4.0Rémi Verschelde2022-08-241-363/+0
| | | | | | | | | | | | | | | | | | | | | | | | | As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting, Godot maintainers have agreed to discontinue the current implementation of our VisualScript language. The way it had been designed was not user-friendly enough and we did not succeed in improving its usability to actually make it a good low-code solution for users who need one. So we prefer to remove it for Godot 4.0 and leave the door open for new, innovative ideas around visual scripting, to be developed as plugins or extensions now that Godot provides sufficient functionality for this (notably via GDExtension and the godot-cpp C++ bindings). The current module has been moved to a dedicated repository (with full Git history extracted with `git filter-branch`): https://github.com/godotengine/godot-visual-script It can still be compiled as a C++ module (for now, but will likely require work to be kept in sync with the engine repository), but our hope is that contributors will port it to GDExtension (which is quite compatibile with the existing C++ module code when using the godot-cpp C++ bindings).
* Make `_validate_property` a multilevel methodYuri Sizov2022-08-221-4/+4
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Revert unnecessary changes to VisualScriptEmitSignalDavid Cambré2021-07-231-3/+0
| | | | Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
* Improve and streamline VisualScriptFuncNodes Call Set GetDavid Cambré2021-07-211-0/+5
| | | | | | | This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get Uniform design. Drag in set-get from tree is now working. Removes redundant method_select popup.
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-4/+4
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* 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 🎆
* Add override keywords.Marcel Admiraal2020-07-101-49/+49
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-4/+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.
* 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.
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-4/+7
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* 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!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Updated function argument namesWilson E. Alvarez2017-08-121-1/+1
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* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-0/+30
| | | | | | -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
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-8/+0
| | | | 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 Verschelde2017-03-051-76/+37
| | | | | | | | | | | | | | | | | | | | | | | | 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
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-4/+4
| | | | | | | | 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()
* Connection hints when connecting to empty space.Juan Linietsky2016-09-031-0/+4
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* More improvements to visual script..Juan Linietsky2016-08-311-0/+4
| | | | fixed a bug of not saving when sub-nodes changed.
* More visual script improvementsJuan Linietsky2016-08-301-0/+3
| | | | | | -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 Linietsky2016-08-281-7/+6
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* More visual script workJuan Linietsky2016-08-251-2/+48
| | | | | | | | | -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 Linietsky2016-08-231-68/+0
| | | | This one has an ordered list, built-in description, search, etc.
* -Added yield nodes to visual scriptJuan Linietsky2016-08-071-1/+9
| | | | | -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 Linietsky2016-08-051-5/+14
| | | | profiler yet.
* More work on visual scripting..Juan Linietsky2016-08-031-1/+2
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* More progress on visual script editingJuan Linietsky2016-08-031-0/+18
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* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+325