Commit Graph

71 Commits

Author SHA1 Message Date
George Marques
eb48119821
Added system for GDScript warnings
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
2018-08-10 16:00:47 -03:00
George Marques
03746da73f
Add editor highlight for type-safe lines
The line number is hightlighted to indicate that the line contains only
type-safe code.
2018-07-20 21:55:18 -03:00
Juan Linietsky
a3f1ee5c57 Global class names (and GDScript support for it) 2018-07-15 19:29:00 -03:00
Juan Linietsky
b3627e29f0 -Fixes to OBJ importer, option to disable optimization
-Fixes to script language, PlaceHolder can now get and check methods
2018-06-30 19:59:16 -03:00
Fabio Alessandrelli
1400f6fdc4 Refactor RPCMode enum and checks 2018-05-29 20:26:41 +02:00
Max Hilbrunner
4c69a495c9
Revert "RPCMode refactor, more sync modes" 2018-05-29 11:47:52 +02:00
Fabio Alessandrelli
9de4ffde61 Refactor RPCMode enum and checks 2018-05-26 10:43:43 +02:00
Juan Linietsky
47d4a011d8
Merge pull request #18545 from vnen/editor-autoload
Enable autoload in editor
2018-05-14 17:59:34 -03:00
Blazej Floch
c45f44d856 Local debugger fixes and extensions
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
2018-05-07 23:17:06 -04:00
George Marques
decf178033
Enable autoload in editor
- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
2018-05-01 11:44:08 -03:00
Felix Yang
7d5a40c3e6 Ctrl+Clicking a enum now scrolls down to it in the docs. 2018-04-03 21:56:54 +02:00
Andreas Haas
700d07cf7c
Mono: Avoid invalid class names.
Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.

Fixes #12483
2018-03-15 19:25:06 +01:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Ignacio Etcheverry
5be356b72f Mono: Implement stack info for errors and exceptions 2018-01-09 17:19:03 +01:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
geequlim
475cee9c0f Abstract some method for script system 2017-11-17 09:20:32 +08:00
Jerome67000
2609cc9ef4 Removes Script::get_node_type()
used before GDScript, with squirrel apparently
2017-10-25 20:11:30 +02:00
Ignacio Etcheverry
e218a13a64 Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
2017-10-24 15:48:58 +02:00
AndreaCatania
4537977d6d Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
Ignacio Etcheverry
52a7be4eef Fixes language overridden external editors 2017-09-03 21:23:36 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Juan Linietsky
36e0a72c77 -Code completion for enumerations
-Disabled GDNative and GDNativeScript so build compiles again
2017-08-24 00:06:56 -03:00
Juan Linietsky
0ad1a8f3d0 Script languges are uninitialized properly now. 2017-07-22 16:11:56 -03:00
Juan Linietsky
4366b7c8b0 Added a simpler/faster way to bind script languages instance wrappers to Godot 2017-07-16 12:40:23 -03:00
Andreas Haas
8361b1ce07 Add ability to use custom script templates.
Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.

Ideas for further improvements:

- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
2017-06-13 20:03:08 +00:00
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
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
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Karroffel
67f59bc2d9 increased maximum number of scripting languages 2017-04-03 16:10:26 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
37f1e86108 Do ctrl-click on any code identifier to go to definiton or help page. 2016-09-12 10:53:31 -03:00
Juan Linietsky
9c6175db11 More visual script work
-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
2016-08-25 17:45:20 -03:00
Juan Linietsky
ad8f208bdb Proper function/property selection in visual script editing for property.
This one has an ordered list, built-in description, search, etc.
2016-08-23 19:29:07 -03:00
Juan Linietsky
1add52b55e Brand new networked multiplayer 2016-08-19 16:48:41 -03:00
Juan Linietsky
9865650b43 Added a simpler way to do sub-functions in both visual and gdscript with the 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.
2016-08-08 01:21:22 -03:00
Juan Linietsky
259418f827 VisualScript can now execute visual scripts, but there is no debugger or profiler yet. 2016-08-05 22:48:00 -03:00
Juan Linietsky
ad313097eb WIP visual scripting, not working yet but you can check out stuff 2016-08-02 19:11:05 -03:00
Juan Linietsky
efdcf205d2 Make most resources (save for packedscenes and scripts) reload if they change on disk. Closes #4059. 2016-06-27 13:17:20 -03:00
Juan Linietsky
3813160ea0 -Fix crashes with thread_exit()
-Added draft of C script API (still disabled and unused)
2016-06-26 10:54:45 -03:00
Juan Linietsky
8dac3bf3b1 Added function to notify ScriptLanguage when a thread is created/freed, allows scripts to allocate a stack there via TLS 2016-06-25 10:41:23 -03:00
Juan Linietsky
3edf66477a Fixed error using the same atlas rect for all images, closes #4139 2016-06-21 20:51:41 -03:00
Juan Linietsky
d57b09e47b Better support in ScriptLanguage for GC based scripts 2016-06-21 19:36:22 -03:00
Juan Linietsky
45443a1651 Changed reload logic to auto-hard-reload scripts on save. It's simpler to use and also fixes #4756 2016-06-13 10:58:32 -03:00
Juan Linietsky
f8f30662d9 -Ability to reload (and soft reload) tool scripts. Please test! 2016-06-08 20:00:52 -03:00
Juan Linietsky
9e745b920f Ability to reload scripts on running game 2016-06-01 20:31:42 -03:00