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path: root/modules/visual_script/visual_script_nodes.cpp
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* Fix ClassDB API portability with some android and editor classesIgnacio Etcheverry2020-01-191-5/+11
| | | | | | | | | | | | | | | | | | - `EditorNavigationMeshGenerator` was being registered as part of the Core API, even after d3f48f88bb84d22b7805ce971ac86cf1953a29fd. We must make sure to set Editor as the current ClassDB API type before creating an instance. - The `VisualScriptEngineSingleton.constant` property has a property hint string that's different between tools and non-tools builds. This commit makes the hint string to no longer be set in `_bind_methods`, and to instead set it in `_validate_property`. This way it's ignored when calculating the API hash. - `JavaClassWrapper` is now registered in ClassDB on all platforms, using a dummy implementation on platforms other than Android. This fixes API portability between Android and other platforms. - Updated `--class-db-json` command to ignore non-virtual methods that start with an underscore (see: 4be87c6016a5893cbde897924e540df4c988cee5).
* 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.
* Removed unused variables, add some constants numbersRafał Mikrut2019-12-101-1/+1
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* Use the Unicode "multiply" sign for the "A x B" visual script nodeHugo Locurcio2019-11-151-1/+1
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* Deconstruct node for VisualscriptSwarnim Arun2019-09-291-1/+18
| | | | Adds deconstruct nodes for the built-in types and adds default text to function rename_input_box for the visualscript.
* doc: Sync classref with current sourceRémi Verschelde2019-09-271-9/+9
| | | | And various fixes to bindings, hyperlinks and an uninitialized variable.
* Visualscript editor graph unification & refactoringSwarnim Arun2019-09-261-0/+436
| | | | Removes the need to have separate graphs per function for the VisualScript Nodes, and refactoring UI and other improvements such as fuzzy search, right click search boxes and in-graph editable nodes
* Plugin support for visual shadersYuri Roubinski2019-08-141-1/+1
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* Changed some code showed in LGTM and Coverageqarmin2019-07-201-2/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make visualscript search better.K. S. Ernest (iFire) Lee2018-10-111-7/+7
| | | | | | | | | * There were spaces unequally inside the function definitions. * camelcase_to_underscore() should also work for numbers inside of the camel case. * Removed the builtin concept * Capitalize descriptions from methods too. * Match the visual script functions by removing the empty arguments "( )" * Add some test cases
* Remove redundant "== false" codeAaron Franke2018-10-061-2/+2
| | | | | | Some of this code has been re-organized. f
* Clearly deprecate sync too in favor of remotesync.Fabio Alessandrelli2018-09-151-1/+1
| | | | | NOTE: This changes the RPC_MODE_* enum values. Games should be re-exported. GDNative rebuilt.
* Rename slave keyword to puppetFabio Alessandrelli2018-09-151-1/+1
| | | | | The slave keyword will still be available as deprecated in 3.1 but will be dropped from future releases.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-5/+5
| | | | | | 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.
* Allow some non-integer built-in constants in gdscriptBernhard Liebl2018-07-311-3/+3
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* Carry property hint and hint string through to Visualscript virtual functions.K. S. Ernest (iFire) Lee2018-07-271-1/+5
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* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-9/+9
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Improve VisualScript UXK. S. Ernest (iFire) Lee2018-07-241-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-291-4/+4
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* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-4/+4
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* Merge pull request #19021 from Faless/rpc_sync_fixMax Hilbrunner2018-05-291-4/+4
|\ | | | | RPCMode refactor, more sync modes
| * Refactor RPCMode enum and checksFabio Alessandrelli2018-05-261-4/+4
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* | More stuff!Pieter-Jan Briers2018-05-011-129/+56
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* | Move things into the title bars of Visual Script nodes.Pieter-Jan Briers2018-04-301-24/+4
|/ | | | | | This is an attempt to make VS slightly nicer to use. WiP.
* Fix typos with codespellluz.paz2018-02-211-3/+3
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Bind many more properties to scriptsBojidar Marinov2018-01-121-3/+3
| | | | | | | 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!
* Fixed typo: substract to subtractIndah Sylvia2017-12-051-4/+4
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* Fix constant node value editMarcin Zawiejski2017-11-251-2/+2
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* Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-5/+6
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* Add support for the TAU constant. Fixes #12094.Goutte2017-11-121-3/+3
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* Gave a tooltip to the "In" logic nodeCédric Fuchs2017-10-141-0/+1
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* Add NIL_IS_VARIANT usage to few definitionsRuslan Mustakov2017-10-051-1/+1
| | | | | The missing usage flag led to GDNative API descriptions containting arguments with "void" type.
* Merge pull request #11653 from bojidar-bg/doc-vscript-1Nathan Lovato2017-10-031-3/+3
|\ | | | | [DOCS] Document some of the VisualScript classes
| * Document some of the VisualScript classes.Bojidar Marinov2017-10-031-3/+3
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* | 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
* Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog2017-09-151-0/+15
|\ | | | | Fix enums bindings
| * Fix enums bindingsMaxim Sheronov2017-09-131-0/+15
| | | | | | | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* | Fix 2 typosJeroen2017-09-141-1/+1
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* Many fixes to visual script, changed virtuals override for a proper selector.Juan Linietsky2017-09-121-10/+10
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* DocData and type hints fixesIgnacio Etcheverry2017-08-291-2/+7
| | | | | | | - Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
* 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. Alvarez2017-08-261-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-10/+4
| | | | | | | | | | | | 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/
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-3/+3
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* Updated function argument namesWilson E. Alvarez2017-08-121-0/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-3/+3
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* Adds missing type information to virtual method bindsIgnacio Etcheverry2017-08-101-1/+1
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