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* Remove VisualScript module for 4.0Rémi Verschelde2022-08-241-1092/+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 Sizov2022-08-221-10/+10
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* [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.Fabio Alessandrelli2022-07-261-3/+4
| | | | | | | | | - RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove unimplemented methodsMarcel Admiraal2021-10-211-6/+0
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* [Net] Move multiplayer to core subdir, split RPCManager.Fabio Alessandrelli2021-09-071-3/+3
| | | | | | | | | | | Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
* Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz2021-08-221-0/+26
| | | | | | | | | | | * New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
* Merge pull request #48972 from ↵Rémi Verschelde2021-07-211-0/+2
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| * expose type hints for VisualScriptCustomNodeDavid Cambré2021-07-211-0/+2
| | | | | | | | Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
* | Fixes Visual script nodes operator mismatch issue #49943Dipal M Zambare2021-06-291-0/+2
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* | Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-27/+27
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* Improve resource load cachereduz2021-02-111-0/+4
| | | | | | -Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
* 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 Admiraal2020-07-101-303/+299
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-28/+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.
* Fix ClassDB API portability with some android and editor classesIgnacio Etcheverry2020-01-191-0/+3
| | | | | | | | | | | | | | | | | | - `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.
* Visualscript editor graph unification & refactoringSwarnim Arun2019-09-261-0/+97
| | | | 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
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-26/+28
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Carry property hint and hint string through to Visualscript virtual functions.K. S. Ernest (iFire) Lee2018-07-271-1/+3
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* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-291-3/+3
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* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-3/+3
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* Merge pull request #19021 from Faless/rpc_sync_fixMax Hilbrunner2018-05-291-3/+3
|\ | | | | RPCMode refactor, more sync modes
| * Refactor RPCMode enum and checksFabio Alessandrelli2018-05-261-3/+3
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* | More stuff!Pieter-Jan Briers2018-05-011-15/+0
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* | Move things into the title bars of Visual Script nodes.Pieter-Jan Briers2018-04-301-4/+0
|/ | | | | | 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 support for the TAU constant. Fixes #12094.Goutte2017-11-121-1/+1
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* Fix files headerPoommetee Ketson2017-09-011-1/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-0/+2
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* Updated function argument namesWilson E. Alvarez2017-08-121-3/+3
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* Ability to set a function as sequenced, so when called you can choose not to ↵Juan Linietsky2017-08-081-0/+10
| | | | use sequence ports. Fixes #6346
* Update a VS custom node when its script changesGeorge Marques2017-07-211-0/+2
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* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-0/+33
| | | | | | -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 Linietsky2017-05-201-4/+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 Verschelde2017-03-051-259/+128
| | | | | | | | | | | | | | | | | | | | | | | | 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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* Inf and NaN support added to GDScript.Saracen2017-02-281-1/+3
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* -All types have editable script now in propertiesJuan Linietsky2017-01-091-2/+0
| | | | -Changed clip to a property in Control which can be set by the user
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-25/+25
| | | | | | | | 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/+9
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* Basic type constants for visual scriptJuan Linietsky2016-09-021-0/+42
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* -Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky2016-09-011-1/+12
| | | | is_action_just_released()
* -Reworked constant nodes betterJuan Linietsky2016-08-311-3/+44
| | | | -Added simple switch node, removed InputEventFilter
* More visual script improvementsJuan Linietsky2016-08-301-0/+39
| | | | | | -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 Linietsky2016-08-281-1/+186
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