Commit Graph

548 Commits

Author SHA1 Message Date
Paulb23 c4ffe89204 Changed indent type settings 2017-04-26 12:14:03 +01:00
Rémi Verschelde cdf0fbd8e8 Merge pull request #8522 from NNesh/mus
Fix AudioPlayer bugs with OGG
2017-04-26 08:13:30 +02:00
NNesh 6cf0c62221 Fix AudioPlayer.get_pos() always returns 0 2017-04-25 17:02:45 +05:00
Ramesh Ravone 924bccdbd1
Honoring the Indent setting for gdscript 2017-04-25 06:57:49 +05:30
NNesh 0edc3d7208 Fix AudioPlayer.play() bug when music always starts from 0 pos 2017-04-25 01:57:05 +05:00
Karroffel 67886bab1e fixed a bug where saving a GDScript file crashed the editor
I changed the loop in #8502, turns out it fixed the error I was facing but introduced a new one. This fixes both
2017-04-24 19:26:32 +02:00
Rémi Verschelde 9acfb0782c Merge pull request #8444 from magyar123/pr-complete-paths
Script editor now automatically completes file paths in GDScript
2017-04-24 11:37:57 +02:00
Rémi Verschelde 68870af214 Merge pull request #8420 from magyar123/pr-script-files-as-base
Added the ability to select files as base when creating scripts
2017-04-24 11:28:36 +02:00
Rémi Verschelde d7578792ca Merge pull request #8496 from akien-mga/stdout-cleanup
Fix property warnings and hide some debug prints
2017-04-24 11:04:16 +02:00
Karroffel 885239fb09 re-added MultiScript
The very first Godot version (when it was open sourced) had "MultiScript" which lets you use multiple scripts on one object.
With the addition of mulitple new scripting languages (VisualScript, soon C# and GDNative) it can be of use to combine scripts rather than delegating (with huge maintainance cost) or creating child nodes
which could impact performance.

I used the code from 0b806ee as the base and made it work with the current master.
2017-04-24 01:49:40 +02:00
Rémi Verschelde 515f92d03b Fix property warnings and hide some debug prints
"ALL IS GOOD" was a lie.

In particular, removes verbose "path not recognized" false positive.

The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
2017-04-23 11:17:32 +02:00
Karroffel a6e75c9437 [GDNative] fixed msvc build 2017-04-20 13:15:45 +02:00
Rémi Verschelde 22b9c0207b Merge pull request #8417 from neikeq/hello-there
External editor improvements and fixes
2017-04-20 02:20:04 +02:00
Karroffel d4f4f14c68 [GDNative] explicit calling convention 2017-04-19 15:51:33 +02:00
mbalint12 71978685f9 Added autocomplete for file paths in the script editor 2017-04-18 17:22:01 +02:00
Rémi Verschelde 5237bc952d Merge pull request #8424 from Paulb23/convert_indent
Support for space indentation
2017-04-18 14:16:58 +02:00
Paulb23 c59bd79e02 Convert indent on save 2017-04-18 12:30:52 +01:00
Paulb23 84bca4e72f Added support for space indentation 2017-04-18 12:30:46 +01:00
Thomas Herzog 68d79b21c3 Merge pull request #8440 from karroffel/gdnative-new-method
[GDNative] added "new" method and fixed headers
2017-04-17 20:41:32 +02:00
Thomas Herzog a88c20f0ca Merge pull request #8439 from touilleMan/correct_gdnative_signatures
Correct gdnative signatures
2017-04-17 19:55:42 +02:00
Karroffel f4261c8868 [GDNative] added "new" method and fixed headers 2017-04-17 19:52:18 +02:00
Emmanuel Leblond e7134ce283
gdnative: Implement missing function for godot_basis. 2017-04-17 19:05:00 +02:00
Emmanuel Leblond 707eedfa85
gdnative: modify vector2&vector3 functions signature to use value passing instead of ptr. 2017-04-17 16:43:43 +02:00
Emmanuel Leblond 8400de76a7
Add godot_string_unicode_str to GDnative 2017-04-17 15:48:26 +02:00
Ignacio Etcheverry 4b8568006d External editor improvements and fixes
Notable changes:

- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.

Fixes:

- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
2017-04-17 01:51:30 +02:00
mbalint12 a3afec588c Added the ability to select files as base when creating scripts 2017-04-15 23:29:09 +02:00
Emmanuel Leblond 7013cd984b
Correct indentation in gdnative vector2/3 2017-04-15 01:06:42 +02:00
Emmanuel Leblond e5f7f656d6
Implement missing functions in gdnative vector2 and vector3 bindings 2017-04-15 00:29:43 +02:00
Karroffel be2ad4f155 [GDNative] made string functions more C-friendly 2017-04-11 14:58:59 +02:00
Karroffel 544940c175 [GDNative] C API and generator fixes 2017-04-11 01:45:58 +02:00
Karroffel 7919ec6d89 [GDNative] re-enabled some init options 2017-04-11 01:45:58 +02:00
Thomas Herzog 2ac0cf568d Merge pull request #8350 from karroffel/gdnative-api-reference-field
[GDNative] added is_reference filed to api.json
2017-04-10 22:30:57 +02:00
Karroffel c562cc9ea0 [GDNative] added is_reference filed to api.json 2017-04-10 21:32:20 +02:00
Karroffel cf45f3ab4b [GDNative] function to get class constructor 2017-04-10 19:56:12 +02:00
Rémi Verschelde 5598040e43 Merge pull request #8339 from karroffel/gdnative-reload-fix
[GDNative] Didn't iterate over all scripts
2017-04-10 08:53:49 +02:00
Sergey Pusnei 8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Karroffel 0486645c39 [GDNative] Didn't iterate over all scripts 2017-04-10 04:30:08 +02:00
Karroffel c7f8b22ba0 renamed dlscript module to gdnative 2017-04-09 21:07:53 +02:00
Rémi Verschelde 0198d2e03c Merge pull request #8329 from touilleMan/dlscript-godot_get_global_constants
GlobalConstants support in DLScript & api.json
2017-04-09 19:40:54 +02:00
Emmanuel Leblond b423529481
Change dlscript's godot_get_global_constants signature to return godot_dictionary 2017-04-09 19:04:10 +02:00
Emmanuel Leblond d48aabcec1
Add GlobalConstants entry to the dlscript's api.json generator 2017-04-09 11:47:53 +02:00
Bojidar Marinov 7cc561fe0e
Fixup #8123, seems like I forgot a few things
Should close #8315
Please test, I'm still unsure I did it correctly...
2017-04-08 19:42:37 +03:00
Emmanuel Leblond 68ae50ecc2
Add godot_get_global_constants function to dlscript 2017-04-08 17:16:58 +02:00
Rémi Verschelde fce779a4ef Merge pull request #8301 from karroffel/dlscript-refactor
[DLScript] refactoring and in-editor reloading
2017-04-08 16:49:46 +02:00
Andreas Haas fe4336f165
DLScript: Fix llvm compilation error.
`Ordered comparison between pointer and zero`
2017-04-08 12:18:20 +02:00
Karroffel 5695d9892e [DLScript] in-editor reloading 2017-04-08 01:28:14 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky 74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Karroffel 8cd3f81886 [DLScript] refactored loading of libraries
I also enabled DLSCRIPT_EDITOR_FEATURES as the default.
It might not be the most usable because of the lack of a reloading functionality,
but as Zylann pointed out "It's better to see something than nothing at all"
2017-04-07 04:47:58 +02:00
Karroffel 741800f5cc [DLScript] fixed android builds now
... really.
2017-04-06 14:00:54 +02:00