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path: root/modules/visual_script/visual_script_nodes.cpp
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| * 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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* Ability to set a function as sequenced, so when called you can choose not to ↵Juan Linietsky2017-08-081-12/+37
| | | | use sequence ports. Fixes #6346
* few bugs fixed thanks to explicit bool constructor and clang.Juan Linietsky2017-08-051-1/+1
| | | | explicit bool constructor has thus now been removed, as it served it's mission!
* Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde2017-07-241-2/+2
|\ | | | | Add object type hint for docs
| * Add object type hint for docsPoommetee Ketson2017-07-231-3/+3
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* | Update a VS custom node when its script changesGeorge Marques2017-07-211-0/+7
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* | Fix issues with custom nodes in visual scriptGeorge Marques2017-07-211-3/+4
|/ | | | | - Doesn't crash anymore. - Inputs are properly transferred.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-7/+7
| | | | -Added system for feature overrides, it's pretty cool :)
* [#7212] Fixed missing 'Variant' return values in documentation.ducdetronquito2017-07-111-1/+1
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* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-44/+151
| | | | | | -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 Linietsky2017-05-201-36/+2
| | | | 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 Verschelde2017-03-051-1219/+923
| | | | | | | | | | | | | | | | | | | | | | | | 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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* Inf and NaN support added to GDScript.Saracen2017-02-281-1/+5
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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 Braam2017-02-131-60/+60
| | | | | | 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 Braam2017-02-131-30/+30
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* Both Array and Dictionary are always in shared mode (removed copy on write).Juan Linietsky2017-01-111-3/+3
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* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-1/+1
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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-6/+6
| | | | | | | | 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 Linietsky2017-01-021-71/+71
| | | | | | | | 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 "Positive" operator to VisualScriptGeorge Marques2016-11-111-1/+6
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* Added expression nodes to visual script, please test.Juan Linietsky2016-09-041-1/+1
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* Connection hints when connecting to empty space.Juan Linietsky2016-09-031-1/+89
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* Basic type constants for visual scriptJuan Linietsky2016-09-021-0/+146
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* -Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky2016-09-011-2/+55
| | | | is_action_just_released()
* More improvements to visual script..Juan Linietsky2016-08-311-0/+1
| | | | fixed a bug of not saving when sub-nodes changed.
* -Reworked constant nodes betterJuan Linietsky2016-08-311-5/+142
| | | | -Added simple switch node, removed InputEventFilter
* More visual script improvementsJuan Linietsky2016-08-301-163/+187
| | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* VisualScript: Fixed VariableGet vs VariableSet node names, fixes #6325J08nY2016-08-301-3/+3
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* Several all around fixes to visual scripting (in the process of creating demos)Juan Linietsky2016-08-281-2/+668
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* Even more work on visual script editor:Juan Linietsky2016-08-261-0/+187
| | | | | | | | -Added constructor nodes, specialized and conversion ones. -Cleaned up how unconnected input default values are shown and edited (much cleaner) -Dragging scene nodes into graph makes a call dialog appear by deault -Dragging properties into graph is set by default, not get -fixed dragging internal functions into graph
* More visual script workJuan Linietsky2016-08-251-0/+171
| | | | | | | | | -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
* -Show proper node name in subcallJuan Linietsky2016-08-081-0/+8
| | | | -Implemented Ctrl-F to focus script type search
* Added a simpler way to do sub-functions in both visual and gdscript with the ↵Juan Linietsky2016-08-081-0/+129
| | | | | | | subcall node. With this, visual script is almost done (missing registering custom nodes from addon). All this is probably pretty broken, too and needs a lot of testing.
* Added ability to create custom nodes from script.Juan Linietsky2016-08-071-0/+261
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* -Added yield nodes to visual scriptJuan Linietsky2016-08-071-15/+15
| | | | | -Added input selection nodes to visual script -Added script create icon for those who miss it, will only appear when it can be used.