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* Merge pull request #51639 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli2021-09-011-0/+2
|\ | | | | Implement more advanced features for DAP
| * Implemented advanced features of DAPEv1lbl0w2021-08-311-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Respect client "supportsVariableType" capability Implement "breakpointLocations" request Implement "restart" request Implement "evaluate" request Fix error messages not being shown, and improved wrong path message Removed thread option and behavior Implemented detailed inspection of complex variables Fix "const"ness of functions Added a configurable timeout for requests Implement Godot custom data request/event Implement syncing of breakpoints Added support for debugging native platforms
* | Remove cartesian2polar and polar2cartesiankobewi2021-08-313-72/+24
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* | [Net] Rename RPC "puppet" to "auth" (authority). Drop "master".Fabio Alessandrelli2021-08-301-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This commit completely removes the RPC_MODE_MASTER ("master" keyword), and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword). This commit also renames the "Node.[get|set]_network_master" methods to "Node.[get|set]_network_authority". This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY. RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by any puppet peer on the master, while RPC_MODE_PUPPET meant that it would be callable by the master on any puppet. Beside proving to be very confusing to the user (referring to where it could be called instead of who can call it) the RPC_MODE_MASTER is quite useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with the exception that the network master cannot. While this could be useful to check in some case, in such a function you would anyway need to check in code who is the caller via get_rpc_sender_id(), so adding the check there for those rare cases does not warrants a dedicated mode.
* | Fix misspelled "overriden"Haoyu Qiu2021-08-261-1/+1
| | | | | | | | In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
* | Fix Visual Script editorMax Hilbrunner2021-08-244-67/+26
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* | Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz2021-08-234-25/+3
| | | | | | | | | | | | | | | | * `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
* | Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz2021-08-224-104/+147
| | | | | | | | | | | | | | | | | | | | | | * 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.
* | Fix VisualScriptEditor after namespacesMax Hilbrunner2021-08-201-4/+2
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* | Namespaces instead of underscore prefix for bindsMax Hilbrunner2021-08-173-23/+33
|/ | | | | | Thanks to neikeq for the initial work. Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
* Fix duplicate conditions.Anilforextra2021-08-131-3/+2
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* Resource: Remove unused `_use_builtin_script()` virtual methodRémi Verschelde2021-08-121-4/+0
| | | | And another piece of dead code found while searching for "use_builtin".
* Use Key enum instead of plain integersAaron Franke2021-08-101-0/+2
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* Merge pull request #49343 from theoway/node_auto_arrangement_graph_editK. S. Ernest (iFire) Lee2021-08-101-1/+1
|\ | | | | Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
| * Automatic arrangement of nodes in VisualScript/VisualShaders editorsUmang Kalra2021-08-111-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this feature is compact, with minimum crossings between connections & uniform horizontal & vertical gaps between the nodes. This work has been sponsored by GSoC '21. Full list of additions/changes: • Added arrange_nodes() method in GraphEdit module. • This method computes new positions for all the selected nodes by forming blocks and compressing them. The nodes are moved to these new positions. • Adding this method to GraphEdit makes it available for use in VisualScript/VisualShaders editors and its other subclasses. • Button with an icon has been added to call arrange_nodes() in GraphEdit. • This button is inherited by VisualScript/VisualShaders editors to invoke the method. • Undo/redo is functional with this method. • By using signals in arrange_nodes(), position changes are registered in undo/redo stack of the subclass that is using the method. • Metadata of the method has been updated in ClassDB • Method description has been added to class reference of GraphEdit
* | Use doubles for time in many other placesAaron Franke2021-08-092-6/+6
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* Validates VisualScript.add_node input nodeHaoyu Qiu2021-08-021-0/+1
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* Make action names translatableHaoyu Qiu2021-07-311-2/+2
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* Remove obsolete "dectime" methodAaron Franke2021-07-303-64/+37
| | | | Replaced by "move_toward"
* doc: Use self-closing tags for `return` and `argument`Rémi Verschelde2021-07-308-414/+207
| | | | | | | | For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
* Merge pull request #50840 from ↵Rémi Verschelde2021-07-261-1/+1
|\ | | | | | | | | Gallilus/VisualScript-drop-preload-nodes-change-action-name Change "Add Preload Node" action to "Add Node(s)"
| * Change "Add Preload Node" action to "Add Node(s)"Gallilus2021-07-251-1/+1
| | | | | | The action might also drop Custom Nodes
* | Use const references where possible for List range iteratorsRémi Verschelde2021-07-257-50/+50
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* | Use C++ iterators for Lists in many situationsAaron Franke2021-07-237-279/+275
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* Revert unnecessary changes to VisualScriptEmitSignalDavid Cambré2021-07-232-14/+1
| | | | Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
* Merge pull request #48972 from ↵Rémi Verschelde2021-07-213-2/+72
|\ | | | | | | DavidCambre/Expose_VisualScriptCustomNode_TypeHints_m
| * expose type hints for VisualScriptCustomNodeDavid Cambré2021-07-213-2/+72
| | | | | | | | Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
* | Merge pull request #50686 from Calinou/use-standard-inf-nan-constantsRémi Verschelde2021-07-212-4/+4
|\ \ | | | | | | Use the standard C `INFINITY` and `NAN` constants directly
| * | Use the standard C `INFINITY` and `NAN` constants directlyHugo Locurcio2021-07-212-4/+4
| | | | | | | | | | | | | | | | | | | | | The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
* | | Merge pull request #49749 from ↵Rémi Verschelde2021-07-214-91/+176
|\ \ \ | |/ / |/| | | | | | | | DavidCambre/VisualScriptFunction_Call_Set_Get_Improvement-2 VisualScriptFunctionNodes Improvements
| * | Improve and streamline VisualScriptFuncNodes Call Set GetDavid Cambré2021-07-214-91/+176
| | | | | | | | | | | | | | | | | | | | | 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.
* | | Fix visual script iconsNick Huelin2021-07-202-3/+12
| | | | | | | | | | | | This pull request fixes an issue where the visual script icons weren't representative of their data.
* | | Merge pull request #50581 from DavidCambre/VisualScript-Drop-Custom-NodesRémi Verschelde2021-07-201-6/+20
|\ \ \ | | | | | | | | Allow dropping custom node scripts in VisualScript editor
| * | | VisualScript-Drop-Custom-NodesDavid Cambré2021-07-181-6/+20
| | | | | | | | | | | | | | | | Allows to drop custom node scripts directly in VisualScript
* | | | Merge pull request #50566 from reduz/optimize-stringname-usageRémi Verschelde2021-07-194-135/+135
|\ \ \ \ | | | | | | | | | | Optimize StringName usage
| * | | | Optimize StringName usagereduz2021-07-184-135/+135
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* / / / Prevents some warnings from appearing in visual scriptsYuri Roubinsky2021-07-182-2/+19
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* | | Document remaining Visual Script classesTomasz Chabora2021-07-1317-0/+120
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* | | Implement the ability to disable classesreduz2021-07-131-49/+49
| | | | | | | | | | | | | | | | | | | | | * This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
* | | [Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.Fabio Alessandrelli2021-07-121-1/+1
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* | | Fix creating a new function in visual scriptsYuri Roubinsky2021-07-101-1/+1
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* | | Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke2021-07-013-18/+18
| | | | | | | | | | | | Also use const more often.
* | | Fixes Visual script nodes operator mismatch issue #49943Dipal M Zambare2021-06-292-36/+70
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* | VisualScriptEditor Fix in graph position calculation (do not skip zoom)kleonc2021-06-232-107/+48
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* | Fix logic operators mislabeled #49412Martin2021-06-231-33/+63
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* | Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-1915-132/+132
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* | Added support for scripts reporting multiple errors to ScriptTextEditorEric M2021-06-192-2/+2
| | | | | | | | Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
* | Better format arguments in variant parserMichael Alexsander Silva Dias2021-06-183-3/+3
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* | Merge pull request #49043 from ↵Rémi Verschelde2021-06-171-2/+3
|\ \ | | | | | | | | | | | | theoway/missing_description_vs_search_window_fixed Fixes missing descriptions in Visual Script search window when adding nodes
| * | Fixes missing descriptions in search window of visualscriptUmang Kalra2021-06-151-2/+3
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