Commit Graph

1242 Commits

Author SHA1 Message Date
Will Nations 3ed9231117 Fix error spam from loading script class icons 2018-08-15 10:17:28 -05:00
Will Nations 6d9cc032e7 Add custom icons to script classes. 2018-08-14 14:18:05 -05:00
Rémi Verschelde b4f579b5ba
Merge pull request #20583 from neikeq/issue-15371
Fix case where exported properties value is lost
2018-08-14 21:08:56 +02:00
Chaosus 179e15f876 Remove usage console spam 2018-08-13 16:51:17 +03:00
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
Bernhard Liebl ba974b8d1e Allow some non-integer built-in constants in gdscript 2018-07-31 17:56:48 +02:00
Ignacio Etcheverry f3c7527225 Fix case where exported properties value is lost
Fixes exported property modified values lost when creating a placeholder script instance with a failed script compilation

- Object set/get will call PlaceHolderScriptInstance's new fallback set/get methods as a last resort. This way, placeholder script instances can keep the values for storage or until the script is compiled successfuly.
- Script::can_instance() will only return true if a real script instance can be created. Otherwise, in the case of placeholder script instances, it will return false.
- Object::set_script(script) is now in charge of requesting the creation of placeholder script instances. It's no longer Script::instance_create(owner)'s duty.
- PlaceHolderScriptInstance has a new method set_build_failed(bool) to determine whether it should call into its script methods or not.
- Fixed a few problems during reloading of C# scripts.
2018-07-29 22:40:12 +02:00
George Marques e8da2a60b3
GDScript: Fix parse error in string formatting 2018-07-26 10:52:11 -03:00
George Marques 0b78e4f9e3
GDScript: Add type inference syntax for function arguments 2018-07-25 21:06:35 -03:00
George Marques 7db7b43cb0
GDScript: Fix type detection for String formatting operator 2018-07-25 20:50:13 -03:00
George Marques aeb0b3114d
GDScript: Fix type detection on Object typed assign
Also make typed assigns a debug-only thing, so release builds are more
lenient on errors.
2018-07-25 20:50:12 -03:00
George Marques a3ae4a9510
GDScript: Allow accessing constants of outer classes 2018-07-25 20:50:12 -03:00
George Marques a62f4af7ba
GDScript: Enable built-in function introspection in non-tools
Only for debug builds. Fix problems in non-tools targets.
2018-07-25 20:50:12 -03:00
George Marques 3d6609303b
GDScript: Fix bogus error when a cursor token is found on class 2018-07-25 20:50:12 -03:00
George Marques 1ac9c0fe3a
GDScript: Allow strict conversion when assigning typed variables 2018-07-25 20:50:12 -03:00
George Marques 96ee93e8c7
GDScript: Fix mismatching between export hint and type hint 2018-07-25 20:50:12 -03:00
George Marques 4cb17191b8
GDScript: Allow inherited method to add optional arguments
Also show the parent method signature in the error message.
2018-07-25 20:50:11 -03:00
George Marques cd6ad5462c
GDScript: Fix returned value of get_default_argument_count() 2018-07-25 20:50:11 -03:00
George Marques 65c069c8d9
GDScript: Fix main script detection 2018-07-25 20:50:11 -03:00
George Marques b7bd85e70c
GDScript: Look up local scope first for detecting type 2018-07-25 20:50:11 -03:00
Hein-Pieter van Braam 0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
George Marques 3e87ad5187
Rewrite code completion
- Use data type struct from the parser.
- Avail from type hints when type can't be guessed.
- Consider inner classes and other scripts when looking for candidates.
2018-07-20 21:55:18 -03:00
George Marques 3445dca01d
Add ability to infer variable type from assigned value
Syntax: var x : = 42
Infers the type of "x" to be an integer.
2018-07-20 21:55:18 -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
George Marques a2305cd8b2
Fix line number detection in some parser nodes 2018-07-20 21:55:17 -03:00
George Marques 75f395c2a0
Use type hints to improve completion
- Allow type hints to be completed.
- Use type information to infer completion candidates.
- Show typed function signature in tooltip.
- Add type hints when completing declaration from virtual functions
(optional).
2018-07-20 21:55:17 -03:00
George Marques 95351ac867
Add syntax highlighting to type hints 2018-07-20 21:55:17 -03:00
George Marques e3d72d14ff
Use type information to enable GDScript introspection
This makes the Script API provide accurate information when requesting
property or method info.
2018-07-20 21:55:17 -03:00
George Marques 4b18c4e448
Add typed instructions to GDScript
- Typed assignment (built-in, native, and script).
- Cast (built-in conversion; native and script checks).
- Check type of functions arguments on call.
- Check type of members on set.
2018-07-20 21:55:17 -03:00
George Marques 743053734f
Add static type checks in the parser
- Resolve types for all identifiers.
- Error when identifier is not found.
- Match return type and error when not returning a value when it should.
- Check unreachable code (code after sure return).
- Match argument count and types for function calls.
- Determine if return type of function call matches the assignment.
- Do static type check with match statement when possible.
- Use type hints to determine export type.
- Check compatibility between type hint and explicit export type.
2018-07-20 21:55:16 -03:00
George Marques f7793fc5c9
Store type hint of declared identifiers 2018-07-20 21:55:16 -03:00
George Marques b7a00aead0
Move inheritance resolution to the parser 2018-07-20 21:55:16 -03:00
George Marques 8aab9a06d4
Add typing syntax 2018-07-20 21:55:16 -03:00
Rémi Verschelde 7c9f7452f4 Style: Format code with clang-format 6.0.1 2018-07-18 16:27:03 +02:00
Juan Linietsky a3f1ee5c57 Global class names (and GDScript support for it) 2018-07-15 19:29:00 -03:00
Max Hilbrunner 3f272c6ae6
Merge pull request #19637 from dragmz/19548
Fix onready vars / vars accessing class members if _ready / _init not present
2018-07-05 04:15:47 +02:00
Max Hilbrunner d988d188ad
Merge pull request #18966 from chanon/new-debug-print
Add new debug print method that shows line number where the print came from
2018-07-04 23:50:45 +02:00
Max Hilbrunner aad475937b
Merge pull request #19828 from jjay/fix_yield_leak
Fix memory leak in GDScript during infinnity loops with yields
2018-07-03 18:51:13 +02:00
Max Hilbrunner 5885e1c6dd
Merge pull request #18976 from chanon/new-get-stack
Add new get_stack function to get GDScript stack trace as array
2018-07-03 17:50:05 +02:00
Max Hilbrunner 0705eb904a
Merge pull request #19251 from YeldhamDev/script_templates_changes
Small changes to the comments in the script templates
2018-07-03 16:48:03 +02:00
Yasha Borevich 30317296af Fix memory leak in GDScript during infinnity loops with yields 2018-06-28 23:55:30 +03:00
Marcin Zawiejski 317dcb084b Fix onready vars / vars accessing class members if _ready / _init not present 2018-06-18 23:31:48 +02:00
Bojidar Marinov 8ecef3496c
Add proper type information to array property
Part of #19158
2018-06-18 22:24:31 +03:00
Paulb23 08c036b706 Removed duplicate default colours and removed GDScriptHighligher colours from main editor. 2018-06-13 18:25:02 +01:00
Rémi Verschelde f0fa590210
Merge pull request #19526 from robojumper/fix_tutorials
Add support for tutorial links to makerst.py
2018-06-13 14:29:45 +02:00
robojumper 98b59cf2a3 Add support for tutorial links to makerst.py
Also change the <tutorials> structure to make use of individual <link> tags
2018-06-12 17:40:24 +02:00
Jairo Honorio afcac41d31 Inner classes' functions now appear in the editor's functions panel
Fixes #19386
2018-06-12 10:43:37 -03:00
Michael Alexsander Silva Dias fd17b960e9 Small changes to the comments in the script templates. 2018-06-11 02:04:51 -03:00
Rémi Verschelde 3334209a73 SCons: Pass env to modules can_build method
This allows to disable modules based on the environment,
in particular `env[tools]` which tells us if we are
building the editor or not.
2018-05-30 19:11:36 +02:00
Fabio Alessandrelli 8e35d937a9 New sync keywords in GDScript, NativeScript, Mono 2018-05-29 20:26:41 +02:00
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
Max Hilbrunner d0b62ce155
Merge pull request #19021 from Faless/rpc_sync_fix
RPCMode refactor, more sync modes
2018-05-29 09:44:03 +02:00
George Marques 38284bc6da
Enable singletons to be recognized as constant expressions
Fix #14681
2018-05-28 13:40:16 -03:00
chanon 3ea6d9f37d add new print_debug method which shows source and line number 2018-05-28 18:37:07 +07:00
Fabio Alessandrelli a5e8a3be5e New sync keywords in GDScript, NativeScript, Mono 2018-05-26 10:49:33 +02:00
Fabio Alessandrelli 9de4ffde61 Refactor RPCMode enum and checks 2018-05-26 10:43:43 +02:00
Max Hilbrunner aee8d26252
Merge pull request #19131 from YeldhamDev/connection_comment_capitalize
Capitalized comments of methods created by the Connect Signal dialog
2018-05-24 01:21:17 +02:00
Michael Alexsander Silva Dias 4e257293d9 Capitalized comments of methods created by the Connect Signal dialog. 2018-05-23 18:11:00 -03:00
George Marques 3cec24baa8
Fix positive operator in GDScript compiler 2018-05-23 17:43:56 -03:00
chanon a56d6ff35f add new get_stack function to get GDScript stack trace as array 2018-05-17 21:06:30 +07:00
Rémi Verschelde b0649d2718
Merge pull request #18405 from flashyincceo/gdscript-constants-help
Fix Ctrl+click on @GDScript constants
2018-05-17 09:36:55 +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
Rémi Verschelde 919d802e66
Merge pull request #18183 from Paulb23/gdscript_highlighter_inital_changes
GDScript function definition and get_node shortcut syntax highlighting
2018-05-10 01:25:51 +02:00
Juan Linietsky 299d8a80ba
Merge pull request #16106 from poke1024/gdscript-lerp
GDScript: generalize lerp
2018-05-07 20:36:31 -03:00
Juan Linietsky ff1e7cfbf4 Add is_instance_valid() method to GDScript, ending more than a decade of pain. 2018-05-07 17:30:03 -03:00
Max Hilbrunner ffb6f8f1ca
Merge pull request #18406 from YeldhamDev/script_templates_period
Changed periods in the script templates
2018-05-04 11:20:16 +02:00
Rémi Verschelde 460e551ddf
Merge pull request #16418 from bojidar-bg/15961-gdscript-array-export
Allow exporting arrays of resources in GDScript
2018-05-03 21:19:15 +02:00
Michael Alexsander Silva Dias 093b069bf6 Changed periods in the script templates. 2018-05-02 11:42:09 -03:00
Rémi Verschelde d33308921d
Merge pull request #18553 from bzztbomb/fix/stack_underflow_when_debuggin_in_release
Fix a crash when trying to run Godot debugger on a release build.
2018-05-02 10:48:45 +02:00
Rémi Verschelde b0cf3628aa
Merge pull request #18452 from flashyincceo/enum-no-class
Fix enums without class name not opening docs page
2018-05-02 10:32:19 +02:00
Rémi Verschelde fb917b5568
Merge pull request #18531 from KidRigger/issue5972
Adds keywords to autocomplete predictions.
2018-05-02 10:22:08 +02:00
Brian Richardson 9149b11973 Fix a crash when trying to run Godot debugger on a release build.
The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
2018-05-01 15:40:30 -07:00
Rémi Verschelde de97339a2d
Merge pull request #18291 from akien-mga/coverity-uninitialized-scalar-var
Fix Coverity reports of uninitialized scalar variable
2018-05-01 19:14:07 +02:00
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
Peter Folkins ccd986f53e Fix enums without class name not opening docs page 2018-05-01 07:57:53 -05:00
Anish 6e32157a65 Adds keywords to autocomplete predictions.
Adds keywords to the autocomplete prediction in GDScript so
they are not replaced by irrelevant predictions.

Fixes: #5972
2018-05-01 11:48:16 +05:30
Peter Folkins 825d49dfe2 Fix Ctrl+click on @GDScript constants 2018-04-24 20:50:21 -05:00
Hugo Locurcio 1c419531a0 Change ".." punctuation for "..." in editor strings (#16507) 2018-04-22 19:36:01 +02:00
Paulb23 adeed58477 Added GDScript NodePath highlighting 2018-04-20 21:00:07 +01:00
Paulb23 4cd16f6ba9 Added GDScript function definition highlighting 2018-04-20 20:54:31 +01:00
Paulb23 28dfc7f915 GDScript highlighter now remembers previous state 2018-04-20 20:46:08 +01:00
Paulb23 c3d93edf3d Exclude GDScriptSyntaxHighlighter from non-tool builds 2018-04-20 20:45:57 +01:00
Rémi Verschelde bf7ca623a6 Fix Coverity reports of uninitialized scalar variable
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html

These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-19 15:20:45 +02:00
Rémi Verschelde 36552c2c90
Merge pull request #18040 from Paulb23/color_region_cache
Fixed colour regions and added local colour region cache
2018-04-09 16:05:26 +02:00
Juan Linietsky 34e367597d
Merge pull request #16556 from aragar/master
For-in loop variable added to autocompletion
2018-04-08 17:25:01 -03:00
Paulb23 b571a29df5 Fixed color regions and added local color region cache 2018-04-07 14:14:19 +01:00
Paulb23 63c8d0f455 Renamed GDSyntaxHighlighter to GDScriptSyntaxHighlighter 2018-04-04 20:02:42 +01:00
Rémi Verschelde 5ede505f14
Merge pull request #17923 from Paulb23/add_abstract_syntax_highlighter
Abstracted the syntax highlighter from text edit.
2018-04-04 09:50:51 +02:00
Felix Yang 7d5a40c3e6 Ctrl+Clicking a enum now scrolls down to it in the docs. 2018-04-03 21:56:54 +02:00
Paulb23 f7c727e6c3 Abstracted the syntax highlighter from text edit 2018-04-02 12:41:44 +01:00
Hein-Pieter van Braam aed2fedd16
Merge pull request #17291 from Warlaan/master
completed-signal for coroutines with more than one yield
2018-03-15 23:11:37 +01:00
Poommetee Ketson 01ec06d9ae
Fix script template on `_ready` behavior 2018-03-15 18:38:53 +07:00
Lars Kokemohr 3dfef37628 completed-signal is emitted by all GDScriptFunctionStates of a coroutine now, allowing to yield for completion of a function with more than one yield inside. 2018-03-14 16:42:13 +01:00
x1212 d2dc8fd423 fix enum from preloaded script in export
without triggering unnecessary reloads and parsing.
2018-03-04 18:01:15 +01:00
Rémi Verschelde 3fa77b3172 doc: Remove status from hardcoded version string
It has no practical use case and just generates noise for each alpha, beta, etc.
2018-02-27 13:40:49 +01:00
anakimluke bd3b958a25 Removed whitespaces around arguments of functions.
Functions automatically generated by conneting
signals via GUI put whitespaces around the
arguments of the generated function. This is
inconsistent with the style guide.

This commit fixes that.

(cherry picked from commit 370f84f41c)
2018-02-24 01:34:26 +01:00
luz.paz 612ab4bbc6 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Rémi Verschelde 7455244866
Merge pull request #15852 from poke1024/color_hsv
Add Color.from_hsv()
2018-02-19 21:51:04 +01:00
Rémi Verschelde 43de4eb4d2
Merge pull request #15933 from x1212/fix_preload_in_exports
fix spurious error messages during autocomplete and validate
2018-02-19 21:46:26 +01:00
Rémi Verschelde aeed774fef
Merge pull request #16173 from vnen/gdscript-arguments
Add argument count check for some GDScript functions
2018-02-19 21:35:53 +01:00
Rémi Verschelde 3c7a39b40c doc: Update version string in header 2018-02-19 10:46:33 +01:00
x1212 48c9ed4545 fix spurious error messages during autocomplete and validate
_parse() caused resets on members like validating and
for_completion by calling clear().
2018-02-14 18:13:00 +01:00
Rémi Verschelde 11441e1556
Merge pull request #16176 from vnen/gdscript-default-args
Show default values in docs for GDScript built-in functions
2018-02-14 15:48:48 +01:00
Rado'sPC\aRaGaR f97ebdcab3 For-in loop variable added to autocompletion
Fix for #16494
2018-02-11 11:29:30 +02:00
Bojidar Marinov d855fdb451
Allow exporting arrays of resources in GDScript
Fixes #15961
2018-02-05 16:41:13 +02:00
Andreas Haas 95cfa9bf74
GDScriptParser: Remove debug prints. 2018-02-02 20:37:59 +01:00
George Marques dca2ae78dd
Show default values in docs for GDScript built-in functions 2018-01-30 02:08:12 -02:00
George Marques 802d5c4c6c
Add argument count check for some GDScript functions
- Print functions have no check.
- Also remove extra apostrophe from the error report.
2018-01-30 01:32:08 -02:00
Bernhard Liebl 05a16549ef GDScript: generalize lerp 2018-01-27 08:14:13 +01:00
Rémi Verschelde f2e3825616 doc: Fix references to online tutorials after godotengine/godot-docs#1015 2018-01-25 09:03:59 +01:00
Rémi Verschelde d516aab8fa doc: Sync with current source
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
2018-01-25 08:50:56 +01:00
Bernhard Liebl ec98e0b715 GDScript: always call ResourceLoader::load() in non-completion mode 2018-01-21 09:32:52 +01:00
Juan Linietsky c58891ff4c Allow shadowing class members with local variables in GDScript, closes #15896 2018-01-20 17:45:19 -03:00
Rémi Verschelde 0359fed313
Merge pull request #15849 from poke1024/preload-completion
GDScript: fix autocompletion for preload() (issue 15766)
2018-01-18 23:21:41 +01:00
Bernhard Liebl 67ae443c56 Suppress errors on autocompletion for preload() 2018-01-18 22:29:45 +01:00
Bernhard Liebl be55171231 Add Color.from_hsv() 2018-01-18 22:13:00 +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
Bernhard Liebl ae4cd5b6da GDScript: fix autocompletion for preload() (issue 15766) 2018-01-18 19:37:21 +01:00
Rémi Verschelde 6c46787749 doc: Replace some more "val" with "value" + sync 2018-01-17 10:43:23 +01:00
Chaosus 0c9312c6b8 Fixes for parameter names of builtin functions in visual scripts/core 2018-01-16 19:49:45 +03:00
Juan Linietsky 03475ba197 Filled tutorial field in most relevent classes.
Added tutorial display in doc.
2018-01-15 18:41:13 -03:00
Rémi Verschelde e28cdc4654 doc: Update version string in XML 2018-01-13 11:43:42 +01:00
Bojidar Marinov 9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
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 3db1c6a6f5
Merge pull request #15089 from poke1024/funcref-warn
Warn about funcref creation
2018-01-03 11:03:03 +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
Bernhard Liebl 29f7f48c42 Warn about funcref creation 2017-12-26 23:16:41 +01:00
Rémi Verschelde 8f25a2dc11 Cleanup some #if 0'd code 2017-12-17 15:40:24 +01:00
Rémi Verschelde 1b9c8daf7b
Merge pull request #12845 from remorse107/Array-Dictionary-Fix
Fix issue #11400.  Fixes issue with arrays and dictionary acting as static objects between different instances of objects.
2017-12-16 15:49:07 +01:00
Juan Linietsky 93a63a5e1a GDScript files are converted to binary on export now. 2017-12-14 15:34:47 -03:00
Andreas Haas 0e624234da
Scons: Build modules in seperate env. 2017-12-13 15:46:35 +01:00
Bojidar Marinov 2c190b975e
Properly support nested ternary expressions
Fixes 14324.
2017-12-11 15:36:32 +02:00
Rémi Verschelde a845411454 Style: Re-apply clang-format over recent invalid additions 2017-12-10 01:27:02 +01:00
George Marques 3d8dd7b327
Make GDScript parser raise error when exporting Object 2017-12-09 15:35:02 -02:00
Juan Linietsky dcab01618a Fixed is_playing funtion (was reporting wrong), closes #13928
Made error reporting to opcode_set in gdscript a bit clearer
2017-12-07 18:14:39 -03:00
Rémi Verschelde 13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Rémi Verschelde d5ca9e2f6f Style: Apply clang-format again on all files
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
2017-12-07 08:02:00 +01:00
Juan Linietsky bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Rémi Verschelde bc75fae579 doc: Update header version for 3.0-beta 2017-11-24 09:16:52 +01:00
pablotato 054a2ac579 Add cartesian to polar conversion functions 2017-11-20 23:34:40 +01:00
sanikoyes fb801d4964 Allow to extends constant variable 2017-11-20 23:24:52 +01:00
Rémi Verschelde 6065b2d177
Merge pull request #11940 from GodotExplorer/debugger
Enhanced debugger for godot 3.0
2017-11-20 22:55:49 +01:00
Rémi Verschelde 7b5c447301
Merge pull request #12952 from bojidar-bg/12392-export-enums
Allow exporting enums from GDScript
2017-11-20 09:11:46 +01:00
Robert Morse 74872fd23e Fix issue #11400. Fixes issue with arrays and dictionary acting as static objects between different instances of objects. 2017-11-17 17:49:52 -06:00
Juan Linietsky ebbe2bd572
Merge pull request #12930 from vnen/gdscrit-output-print
Make tool scripts print on the editor Output panel
2017-11-17 16:05:44 -03:00
Ferenc Arn d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Bojidar Marinov e4a36d0eda
Allow exporting enums from GDScript
Use as `export(E) ...`
Closes #12392
2017-11-17 14:33:36 +02:00
Geequlim fab66af7e9 Move the remote scene tree to the scene tree dock.
Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
2017-11-17 12:01:54 +08:00
geequlim 475cee9c0f Abstract some method for script system 2017-11-17 09:20:32 +08:00
George Marques 1d12470a78
Add print_error function, akin to print_line 2017-11-16 21:56:57 -02:00
Rémi Verschelde 4cfc29611e GDScript: Refactor "GD" class prefix to "GDScript" 2017-11-16 18:54:56 +01:00
Rémi Verschelde 3002130a6d
Merge pull request #12957 from bojidar-bg/12928-numeric-underscores
Allow underscores in GDScript numeric literals
2017-11-16 09:04:31 +01:00
Bojidar Marinov 443ce6fef2
Allow underscores in GDScript numeric literals
Closes #12928
2017-11-15 22:53:08 +02:00
Rémi Verschelde 677e95d8d1 doc: Make all module docs self-contained 2017-11-15 21:29:33 +01:00
Rémi Verschelde e7701bb2de doc: Rename "@Global Scope" to "@GlobalScope"
Spaces in filenames are evil.
2017-11-15 20:41:16 +01:00
Juan Linietsky a5c3e3084a When script changes, defer tree updating. Fixes #9704 2017-11-15 10:41:31 -03:00
Rémi Verschelde 61a693cf78
Merge pull request #12922 from eska014/engine-singletons
Singleton management changes
2017-11-14 20:44:55 +01:00
Leon Krause 9b7b46143d Move singleton management from ProjectSettings to Engine 2017-11-14 15:15:13 +01:00
Michael Alexsander Silva Dias 3fac4ef336 Fixed signal connection dialog ignoring indentation settings when creating a function. 2017-11-13 17:45:13 -02:00
Rémi Verschelde 51ffd45202
Merge pull request #12627 from Goutte/feat-support-tau
Add support for TAU constant.
2017-11-12 21:11:39 +01:00
Goutte 91ca725f9b Add support for the TAU constant. Fixes #12094. 2017-11-12 13:32:35 +01:00
Paulb23 b835aec87b Fixed help lookup not finding classes, issue 11867 2017-11-11 23:50:56 +00:00
Hein-Pieter van Braam 38ae49e574 Make sure we don't leak when an opcode is followed by itself
When compiling with GCC it is now possible for an opcode followed by
itself to never leave the scope it is currently in. This leads to a
situation where the dtor of a scope local variable isn't called which in
turn can lead to a memory leak.

By moving the goto outside of the scope of each opcode we guarantee that
all dtors have been called before the next opcode gets dispatched.

this fixes #12401
2017-11-09 17:57:43 +01:00
Bojidar Marinov b7fd065f5c
Fix crash when guessing type of variable declared to itself
Fixes #10972
2017-11-08 22:17:08 +02:00
Rémi Verschelde ea0e942617
Merge pull request #12035 from Chaosus/wrapfunc
Added new Wrap functions for numbers
2017-10-31 23:30:50 +01:00
Unknown 7683ff3e42 Fix get_node() and $ autocompletion when using single quotes 2017-10-30 21:58:32 +01:00
Jerome67000 2609cc9ef4 Removes Script::get_node_type()
used before GDScript, with squirrel apparently
2017-10-25 20:11:30 +02:00
Rémi Verschelde 847c55bcb1 Merge pull request #12365 from neikeq/p
Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog
2017-10-24 18:59:26 +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
jagt 822af935e3 fix editor crash when missing variable in pattern match dispatch 2017-10-24 13:07:21 +08:00
mhilbrunner ba779c1c0c Add _process(delta) to new script templates. Closes #11994. 2017-10-22 21:07:34 +02:00
Chaosus 216a8aa643 Added new wrap functions 2017-10-13 11:10:45 +03:00
Ruslan Mustakov 61ddf52983 Add NIL_IS_VARIANT usage to few definitions
The missing usage flag led to GDNative API descriptions containting
arguments with "void" type.
2017-10-05 18:51:22 +07:00
Hein-Pieter van Braam 6c15c23889 Replace a OPCODE_BREAK with break in opcode 31
This was a mistake made in 520d84e. There are no more other looping
structures left in this function.
2017-10-01 16:51:05 +02:00
Juan Linietsky 0a5799fb43 Properly allow completion on variable initializer arguments, closes #9359 2017-09-29 19:43:31 -03:00
Scayze 0722df4829 Fixed wrong break statement in GDFunction::call 2017-09-27 03:23:39 +02:00
Hein-Pieter van Braam 0a338a28d9 Remove several checks on DEBUG_RELEASE
These errors shouldn't be possible on a tested game. Remove the checks
on release. Shaves about 10% off of tight loops.
2017-09-25 18:29:18 +02:00
Hein-Pieter van Braam 520d84e042 Use computed goto to dispatch next opcode
On compulers that define __GNUC__ use computed goto to directly dispatch
the next instruction rather than going through another switch statement.
This saves a jump and some comparisons.

In tight loops this is is roughly 10% faster than the switch() method.
2017-09-25 18:29:13 +02:00
Hein-Pieter van Braam 22358babda Implement Linux-style likely()/unlikely() macros
This implement branch prediction macros likely() and unlikely() like in
Linux. When using these macros please ensure that when you use them the
condition in the branch really is very, very likely or unlikely. Think
90+% of the time. Primarily useful for error checking. (And I implement
these macros for all our error checking macros now)

See this article for more information:
https://kernelnewbies.org/FAQ/LikelyUnlikely

There are more places where these macros may make sense in renderer and
physics engine. Placing them will come in another commit down the line.
2017-09-21 18:28:28 +02:00
Hein-Pieter van Braam 833c3917b2 Allow booleanization of all types
We now allow booleanization of all types. This means that empty versions
of all types now evaluate to false. So a Vector2(0,0), Dictionary(),
etc.

This allows you to write GDScript like:
if not Dictionary():
  print("Empty dict")

Booleanization can now also no longer fail. There is no more valid flag,
this changes Variant and GDNative API.
2017-09-19 18:55:31 +02:00
Hein-Pieter van Braam 60790c8c5a Remove more GDScript runtime checks on release
As a preparation for other performance enhancements to GDScript:call()
start by removing more of the GDScript runtime checks on release.

This code has been tested with 2d/platformer, 3d/platformer,
3d/materials_test, and goltorus. No regressions were found.
2017-09-19 02:06:47 +02:00
Hein-Pieter van Braam 137f8a58a8 Move Variant::evaluate() switch to computed goto
In an effort to make GDScript a little faster replace the double
switch() with a computed goto on compilers that set __GNUC__. For
compilers that don't support computed goto it will fall back to regular
switch/case statements.

In addition disable using boolean values in a mathematical context. Now
boolean values can only be compared with other booleans. Booleans will
also no longer be coerced to integers.

This PR replaces #11308 and fixes #11291
2017-09-17 22:49:23 +02:00
William Taylor 8632408dbd Changed/Added descriptions in @GDScript. Added examples. Fixed return types of two … (#11146)
Doc: Improved descriptions in GDScript docs

Added examples and fixed return types of two methods.
2017-09-12 15:00:29 +02:00
Rémi Verschelde 2b50dc5d4f Merge pull request #11057 from hpvb/fix-various-warnings
Fix various assorted warnings
2017-09-12 11:39:47 +02:00
Poommetee Ketson dccb37417c Implement String len() 2017-09-11 08:43:25 +07:00
Hein-Pieter van Braam 67a706fc1b Fix various assorted warnings
Fix various warnings that don't have enough instances to merit
individual commits. Also fixes a potential bug in audio_server.cpp.
2017-09-08 14:57:48 +02:00
Ignacio Etcheverry 52a7be4eef Fixes language overridden external editors 2017-09-03 21:23:36 +02:00
Poommetee Ketson 459f526119 Fix typos 'a' and 'an' 2017-09-02 21:19:06 +07:00
Hein-Pieter van Braam 9c63ab99f0 Fix use of unitialized variables
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Juan Linietsky 9c3bddfac2 Merge pull request #10745 from neikeq/fix-docdata-and-stuff
DocData and virtual method type hints fixes
2017-08-29 20:11:07 -03:00
Ignacio Etcheverry 8bd92a96a4 Makes built-in vararg methods actual vararg methods
- Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them.
- Makes EditorHelp display built-in vararg methods correctly.
2017-08-29 19:40:28 +02:00
Ignacio Etcheverry c16d00591b DocData and type hints fixes
- 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.
2017-08-29 19:40:21 +02:00
Juan Linietsky 8fce79aaee -Some fixes to code completion.
-Fix getter in code completion being displayed when it shouldn't
-Clean up preview generation for editors and exposed it as editor plugin
2017-08-28 00:04:24 -03:00
Juan Linietsky d23f323cde -Moved script run to editor, removed from project
-fixed to code completion
-fix shader crash bug reported by tagcup
2017-08-27 19:04:19 -03:00
Hein-Pieter van Braam 8064fbb174 Fix a crash in gdscript callbacks
This fixes a crash running the 'goltorus' project.
2017-08-27 23:49:13 +02:00
Rémi Verschelde 7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam 3e25cf9e05 Add two missing Null checks
These Null checks were removed in #10581 but actually changed the
logic of the functions in this case.

This fixes #10654
2017-08-26 23:40:45 +02:00
Rémi Verschelde 490aef9369 Merge pull request #10581 from hpvb/fix-gcc6+
Make cast_to a static member of Object.
2017-08-25 08:37:38 +02:00
Juan Linietsky b1c0e45b03 Implemented, The Amazing Zylann Hack (tm), fixes #10603 2017-08-25 00:34:32 -03:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
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/
2017-08-24 23:08:24 +02:00
Andreas Haas f61e8695c9
GDScript: More reliable check if loading a template.
Prevents showing some useless parse errors in the console.
2017-08-24 22:08:23 +02:00
Rémi Verschelde 3ea0943f64 Fix mismatched signatures for GDScriptLanguage::complete_code 2017-08-24 12:44:51 +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 3d1c031871 Changed MethodBind API to request information from methods. It's much claner now.
Also changed PropertyInfo to include informatino about class names.
2017-08-23 19:11:11 -03:00
Rémi Verschelde 1ad68c946e Merge pull request #10542 from karroffel/gdscript-match-index
support enums and nested constants in match statement
2017-08-23 08:05:52 +02:00
Wilson E. Alvarez baa94a3758 Removed unnecessary returns and break statements 2017-08-22 13:01:57 -04:00
Karroffel 57654d4b95 support enums and nested constants in match statement
The initial version of the pattern matcher in GDScript does not
allow matching on nested identifiers, only one identifiers available
in the current scope.

With the introduction of enums to GDScript that's a huge missing
feature. This commit makes the parser accept indexed constants and
variables to properly support enums.
2017-08-22 17:45:05 +02:00
Rémi Verschelde df590fc2d3 Merge pull request #10340 from Rubonnek/remove-unnecessary-assignments
Removed unnecessary assignments
2017-08-22 00:58:12 +02:00
Rémi Verschelde 135027a2f6 Merge pull request #10225 from Noshyaar/map
GDScript Built-in: add inverse_lerp & range_lerp
2017-08-22 00:31:46 +02:00
Wilson E. Alvarez 738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
Juan Linietsky 541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Ignacio Etcheverry 90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Poommetee Ketson d28da86f9f GDScript Built-in: add inverse_lerp & range_lerp 2017-08-18 21:49:03 +07:00
Marcelo Fernandez eab850524e Add closest_power_of_2 func and implement mix_rate/latency on OS X 2017-08-17 19:51:13 -03:00
Rémi Verschelde b1ecaaa22b Merge pull request #10307 from Rubonnek/update-argument-names
Updated function argument names
2017-08-16 17:17:56 +02:00
Pedro J. Estébanez ae2d449047 Revive inspector property evaluation
GDScript was restricted to parse only scripts beginning with __res://__ or __user://__ to avoid templates from being parsed. I've made that a bit less inclusive by allowing scripts with an empty path to be parsed too, which doesn't conflict and is needed for this to work.

Also I've removed the `this` variable of the generated script and made the relevant object to be the one the script instance refers to, so you can use `self` instead.

Now, with the shorter 3.0-style syntax, you can write things like: `self.position.x + 10`

Closes #9500.
2017-08-16 03:01:41 +02:00
Wilson E. Alvarez 428f03cf06 Updated function argument names 2017-08-12 15:12:49 -04:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Juan Linietsky 95f10c620d push variable later when created, to avoid self-referencing as a valid case, closes #6111 2017-08-08 11:44:49 -03:00
Juan Linietsky c6120e77a8 Implement len() gdscript built-in function for python users, closes #1960 2017-08-07 18:38:47 -03:00
Indah Sylvia 5ae78fdf6a Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Bojidar Marinov a5fb82c28c
Fix $a/b being parsed as division 2017-07-26 18:51:03 +03:00
Rémi Verschelde a931052c79 Merge pull request #9731 from Xrayez/gdscript-completion
Update GDScript completion names for Pool*Arrays
2017-07-25 21:05:42 +02:00
Karroffel 5319098aef fix a regression (GDScript) from e00630b
This removes `not` from the variable safe list of
keywords.
Before that this was a valid expression:
    self.!(some_arg)

The other fix is just a forgotten boolean negation.
2017-07-25 20:01:19 +02:00
Andrii Doroshenko (Xrayez) 72436956dd Update GDScript completion names for Pool*Arrays
Notice: GDScript tokenizer used the old PoolFloatArray name.
Renamed PoolFloatArray to PoolRealArray.

Moved "project_settings.h" down one line to comply with the clang-format rules.

Fixes #9638

Closed pull request #9714 because I messed up with commits, sorry!
2017-07-25 12:14:40 +03:00
Rémi Verschelde e00630bfca Merge pull request #8217 from bojidar-bg/gdscript-fix-keyword-call
Make GDScript allow some keywords as identifiers
2017-07-25 08:18:10 +02:00
Bojidar Marinov 1936e1d2be
Make GDScript allow some keywords as identifiers
Fixes #8085
Added some comments around the use of is_token_literal, as discussed.
2017-07-23 23:34:31 +03:00
Poommetee Ketson c7c65ca6ba Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
Juan Linietsky 25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Poommetee Ketson 49c7620326 Add object type hint for docs 2017-07-19 02:03:34 +07:00
Juan Linietsky bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Rémi Verschelde a5d500f023 Merge pull request #8573 from neikeq/gdfs-completed
Adds "completed" signal to GDFunctionState
2017-07-11 11:14:22 +02:00
geequlim 6687484958 Better user expirence with external text editors.
Implements open_in_external_editor for subclasses of ScriptLanguage.
Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor.
2017-06-27 12:55:16 +08:00
Rémi Verschelde 9c186a754f Merge pull request #8783 from bojidar-bg/fix-range-loop-type
Fix for..in range() resulting in floats instead of ints
2017-06-24 23:39:55 +02:00
Juan Linietsky 00e5ba3143 Remove methods from code completion which are already exposed by properties, makes completion cleaner and more close to the documentation. 2017-06-23 15:10:46 -03:00
Mariano Suligoy 7fe750583e GdScript: Add signal autocompletion to emit_signal function 2017-06-23 07:51:49 -03:00
Ignacio Etcheverry 07fe7d99ea Adds completed signal to GDFunctionState 2017-06-23 02:29:23 +02:00
Bojidar Marinov 26a51c3c0b
Reimplement for..in range() so that it always results in ints
Fixes #8278, fixup of bfef8de1bc
2017-06-22 20:41:52 +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
Andreas Haas 015d36d18b
GDScript: Use "is" keyword for type checking.
Replaces the `extends` keyword with `is` in the context of testing for type compatibility.
`extends` is still used for declaring class inheritance.

Example:

```gdscript
extends Node2D

func _input(ev):
	if ev is InputEventKey:
		print("yay, key event")
```
2017-05-27 10:59:59 +02:00
Juan Linietsky 5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Rémi Verschelde dcc44f05b7 Merge pull request #8798 from RandomShaper/gdfs-ext-check
Add extended check option to GDFunctionState::is_valid()
2017-05-18 12:51:29 +02:00
Pedro J. Estébanez b69d4ebff4 Add extended check option to GDFunctionState::is_valid() 2017-05-17 14:55:59 +02:00
Juan Linietsky 98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
Bojidar Marinov 837a667225
Fix #8674, and rename a few things for clarity 2017-05-08 22:39:27 +03:00
Paulb23 c4ffe89204 Changed indent type settings 2017-04-26 12:14:03 +01:00
Ramesh Ravone 924bccdbd1
Honoring the Indent setting for gdscript 2017-04-25 06:57:49 +05:30
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
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
mbalint12 71978685f9 Added autocomplete for file paths in the script editor 2017-04-18 17:22:01 +02:00
Paulb23 84bca4e72f Added support for space indentation 2017-04-18 12:30:46 +01:00
mbalint12 a3afec588c Added the ability to select files as base when creating scripts 2017-04-15 23:29:09 +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
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
curtisxk38 d35fab7382 Fix typo in Parser Error message 2017-04-05 23:11:05 -04:00
Saggi Mizrahi c464609bda Add '$' to token names
It was missing from this array and would cause godot to crash or report
bad errors.

Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-04-01 03:20:23 +03:00
Rémi Verschelde 495710c3d6 Merge pull request #8123 from bojidar-bg/gdscript-inline-block-indent
Make inline blocks in GDScript more (or less) pythonic
2017-03-24 22:52:09 +01:00
Rémi Verschelde debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Bojidar Marinov 18ab88b3f1
Make inline blocks in GDScript more pythonic
Fixes #8001
2017-03-23 20:07:02 +02:00
Rémi Verschelde 33a2c5def0 Merge pull request #8095 from RandomShaper/fix-yield-crash
Fix random crashes when using yield()
2017-03-21 11:07:07 +01:00
Pedro J. Estébanez 0664a9ef8e Fix random crashes when using yield() 2017-03-21 02:53:06 +01:00
mbalint12 edaf77abd6 Fixed typo in gdscript autocompletion.
There was a missing '!' sign, but autocompletion shows parent script members too.
2017-03-17 23:27:44 +01:00
Pedro J. Estébanez 31af5a31fb Skip asserts on non-debug builds at compiler level 2017-03-13 00:25:29 +01:00
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
Rémi Verschelde e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Rémi Verschelde 49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
Rémi Verschelde a1cbe8e22b Merge pull request #7878 from RebelliousX/else
Bunch of missing `else` statements and general logic
2017-02-28 23:03:10 +01:00
Saracen 5e938f0001 Inf and NaN support added to GDScript. 2017-02-28 21:52:33 +00:00
Thaer Razeq f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Rémi Verschelde 1ec8b9fb7d Merge pull request #7851 from shlomif/fix-some-compilation-warnings
Get rid of some compilation warnings.
2017-02-26 20:22:48 +01:00
Rémi Verschelde a78c314b0e Merge pull request #7809 from hpvb/fix-6798
Allow preload to accept a const string.
2017-02-26 20:12:36 +01:00
Shlomi Fish 0a2c387d5c Fix some compilation warnings.
Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
2017-02-21 11:59:19 +02:00
Juan Linietsky de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam b696beea65 Correct hash behavior for floating point numbers
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:

* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.

* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.

* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.

* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.

C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.

GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.

This fixes #7354 and fixes #6947.
2017-02-16 18:44:29 +01:00
Hein-Pieter van Braam 3e5743ca36 Allow preload to accept a const string.
In preload() parsing this code will lookup the identifier in the local
constant database. If the identifier corresponds to a string constant
it is used as the path for preload().

Currently this does not work for global constants, only constants
declared in the same class as the preload is happening. We can implement
a full fix too. Maybe we can use this PR to discuss the possibilities.

This (partially) fixes #6798
2017-02-16 14:29:18 +01:00
Juan Linietsky d7fd86d51a -begin of export work, not done yet
-fixes to make scenes exported from godot 2.x work
2017-02-15 08:30:32 -03:00
Hein-Pieter van Braam e8611966de Remove bounds check when resuming from yield.
The code would get a pointer to the beginning of the call_args by using
operator[] at the stack Vector. This does bound checking. When there are
no call_args this bound check fails and the error mentioned in #7796
gets triggered.

This bound check is actually not necessary as call_args just gets set to
NULL and never dereferenced. This new code will just unconditionally set
the pointer to the place where the call_args are if there are any. There
is no NULL check for call_args anywhere so this is safe.

Fixes #7796
2017-02-13 21:59:05 +01:00
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
lonesurvivor c71a6c6d71 Fix parsing bug which causes range(variable) to crash the engine
problem was a segmentation fault caused by trying to access Vector constants[0] which isn't there if op->arguments.size() is not bigger than one.

- the changed OR condition didn't make sense (always true), should be AND
- changes the "constant" variable to be false per default and gets set to true when there is actually something pushed to "constants"
2017-02-04 20:57:39 +01:00
Juan Linietsky 96de0141cc Removed import/export system, will start new one from scratch. 2017-01-25 21:57:08 -03:00
Rémi Verschelde 5027799c13 Merge pull request #7583 from karroffel/wildcard
made _ a special token in GDScript
2017-01-23 07:55:11 +01:00
karroffel c24c739da5 made _ a special token in GDScript 2017-01-20 09:26:55 +01:00
Ferenc Arn 6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde bf05dab74f Merge pull request #7532 from tagcup/pcg_prng
Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
2017-01-16 20:06:54 +01:00
Rémi Verschelde 2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde 3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Ferenc Arn 4c9004671a Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant with 32-bit output, 64-bit state).
PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
2017-01-15 19:15:16 -06:00
Rémi Verschelde e0faf8a51b Style: Cosmetic fixes to play nice with clang-format 2017-01-15 16:42:17 +01:00
James Mintram dab73c701a Compile error when duplicate key in dictionery literal #7034 2017-01-14 22:08:49 +01:00
Juan Linietsky 4261880c94 Merge pull request #6845 from karroffel/master
Adds pattern matching to GDScript
2017-01-14 17:08:10 -03:00
Juan Linietsky 7924f08a6a Merge pull request #4918 from jjay/f/error_on_redefine
Redefine var results in an error
2017-01-14 17:07:08 -03:00
Rémi Verschelde 93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky 6dd7d2c1f7 Implicit inheritance now defaults to Resource, will error for node scripts if extends not used. 2017-01-12 16:00:57 -03:00
Juan Linietsky bfef8de1bc More efficient iteration syntax, and range() is converted behind the scenes to it. 2017-01-11 20:10:23 -03:00
Rémi Verschelde 42802ab9dc Merge pull request #6930 from bojidar-bg/gdscript-export-array-hint
Allow typing hints for Array class (in GDScript and Inspector)
2017-01-11 14:46:38 +01:00
Juan Linietsky e6583117df Both Array and Dictionary are always in shared mode (removed copy on write). 2017-01-11 08:54:17 -03:00
Rémi Verschelde 57166cd292 Merge pull request #7093 from bojidar-bg/named-colors
Add named colors to GDScript/Visual Script/core.
2017-01-11 10:36:15 +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
Karroffel e781a7e07e pattern matcher: Implemented backend
changed comments
2017-01-11 04:40:28 +01:00
Karroffel d445f0639f pattern matcher: Implemented transformations 2017-01-11 04:40:11 +01:00
Karroffel f8a7c46273 pattern matching: implemented parser 2017-01-11 04:39:55 +01:00
Juan Linietsky 4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -03:00
Juan Linietsky 80b733a33a uses the global thread to protect the instacnes map in GDScript, closes #4615 2017-01-10 19:02:52 -03:00
Juan Linietsky 62273e51a2 Moved JSON functions to built-in to_json, parse_json, validate_json 2017-01-08 22:40:00 -03:00
Juan Linietsky 13cdccf23b Variant INT and REAL are now 64 bits (other types remain at 32) 2017-01-08 20:58:39 -03:00
Juan Linietsky 547a57777b renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
Juan Linietsky 8963ca3d17 Fix code completion for new getnode syntax 2017-01-08 03:01:52 -03:00
Juan Linietsky 8b912d1115 -Fix bugs related to PoolVector crashes
-Added ability to request nodes using $Name in GDScript :)
2017-01-08 02:04:53 -03:00
Juan Linietsky 2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky 0f7af4ea51 -Changed most project settings in the engine, so they have major and minor 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
2017-01-05 09:16:00 -03:00
Juan Linietsky 9e477babb3 -GDScript support for accessing properties directly
-Added code lookup and code completion support for properties too
2017-01-04 17:37:45 -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 dcc4ee21c1 Revert expression reduction from #7390
Fixes #7412.
2017-01-02 20:01:27 +01:00
Rémi Verschelde caddbbe174 Merge pull request #7390 from bojidar-bg/gdscript-assign-error
Disallow assignment to constants and expressions
2017-01-02 15:54:43 +01:00
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
Bojidar Marinov 0b077162a3
Disallow assignment to constants and expressions
Fixes #6221, fixes #6824
2016-12-29 12:31:19 +02:00
Bojidar Marinov 23381a530b
Add named colors to GDScript/Visual Script/core.
Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
2016-12-17 11:14:53 +02:00
Rémi Verschelde 7751a933a9 Merge pull request #6802 from henriquelalves/master
Added small modification on gdscript parser to allow users insert '+' before variables
2016-11-11 10:55:26 +01:00
Bojidar Marinov 074bcb2a7b
Make GDScript parser ignore floating strings in class definition
Fixes #1320
2016-11-03 12:26:38 +02:00
Rémi Verschelde 817dd7ccbb style: Fix PEP8 blank lines issues in Python files
Done with `autopep8 --select=E3,W3`, fixes:

- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
2016-11-01 00:35:16 +01:00
Rémi Verschelde 97c8508f5e style: Start applying PEP8 to Python files, indentation issues
Done with `autopep8 --select=E1`, fixes:

- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
2016-11-01 00:33:51 +01:00
Bojidar Marinov 713f1451b9
Allow typing hints for Array class (in GDScript and Inspector/ArrayPropertyEdit)
Closes #3586, by implementing the `1b` variation mentioned there.
2016-10-26 14:38:41 +03:00
Henrique L. Alves 6a4b4c7db4 Added small modification on parser for '+' 2016-10-22 14:26:48 -02:00
Rémi Verschelde cf3ba3379f Merge pull request #6564 from SuperUserNameMan/gdscript_opcode_line_opcode_breakpoint
fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
2016-10-22 12:45:46 +02:00
Rémi Verschelde e96c49f849 Merge pull request #6850 from akien-mga/pr-scsub-shebang
SCsub: Add python shebang as a hint for syntax highlighting
2016-10-17 20:13:18 +02:00
Rémi Verschelde fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Rémi Verschelde 31e0e95362 Merge pull request #6692 from bojidar-bg/add-char-to-gd-vs-script
Add `String char(int ascii)` function to GDScript and Visual Script
2016-10-17 09:40:39 +02:00
Rémi Verschelde da09c6131b modules: Clone env in each module
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.

This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.

This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.

Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.

"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
2016-10-15 11:50:41 +02:00
Rémi Verschelde 5e373c2a69 Merge pull request #6813 from Faless/fix_6801_bis
Re-Allow absolute paths, make them behave correctly
2016-10-14 18:14:05 +02:00
Pedro J. Estébanez 1b3dcac281 Adapt overlooked instances of zero-based column numbers 2016-10-13 12:57:14 +02:00
Fabio Alessandrelli 11349a786b Revert "Add warning when (pre)loading paths with leading / (#4280 - #3106)"
Also closes: #6801

This reverts commit e59820ac94.
2016-10-13 11:49:22 +02:00
Rémi Verschelde f3106cddb3 Merge pull request #6775 from RandomShaper/one-based-col-numbers
Make text column numbers one-based
2016-10-11 09:09:49 +02:00
Rémi Verschelde 3df507d696 Merge pull request #6694 from bojidar-bg/gdscript-newline-functions
Allow for linebreaks in function calls and definitions and yeild/signal.
2016-10-11 09:06:14 +02:00
Pedro J. Estébanez 2f80965845 Make text column numbers one-based
Make one-based the column number on the code editor

Make one-based the column number for GDScript error messages

Make one-based the column number for shader code error messages
2016-10-10 11:56:45 +02:00
Rémi Verschelde 2fb5a00305 i18n: Fix string that broke msgmerge 2016-10-09 18:11:55 +02:00
Rémi Verschelde 5f7f73c6ae Merge pull request #6730 from Faless/fix_export_crash_error
Throw an error when exporting a resource class
2016-10-09 14:44:10 +02:00
Fabio Alessandrelli ee7df2c89a Throw an error when exporting a resource class
"export var tex = Texture"
will now throw an error to avoid crashing the editor:
"Exported constant not a type or resource"

Fixes #6719 . Closes #6729
2016-10-06 20:24:32 +02:00
Fabio Alessandrelli e59820ac94 Add warning when (pre)loading paths with leading / (#4280 - #3106) 2016-10-04 16:07:45 +02:00
Bojidar Marinov 16a0e4b235
Allow for linebreaks in function calls and definitions and yeild/signal.
(Plus maybe a few other things)
2016-10-03 21:40:18 +03:00
Bojidar Marinov 513c0265c4
Add `String char(int ascii)` function to GDScript and Visual Script
Just hope it doesn't crashes with that much pointer math... 😄
2016-10-03 19:17:54 +03:00
yg2f 217e09c79d Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode
When godot is in release mode, GDscript compiler does not generate
bytecodes for OPCODE_LINE and OPCODE_BREAKPOINT anymore.

This optimizes GDscript execution speed when the script contains a lot
of comments in blocs executed in loops.

Fixes #6487
2016-09-20 13:54:17 +02:00
George Marques 5ef64aae58
Fix build for templates 2016-09-12 22:40:46 -03:00
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 78f92dbcb9 Merge pull request #6281 from bojidar-bg/gdscript-ternary-operator
Ternary operator in GDScript (a if x else b)
2016-09-11 18:40:46 -03:00
Juan Linietsky b83350f4b2 Added constants from types in code completion, somehow this was never added.
Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete..
2016-09-11 12:20:28 -03:00
Juan Linietsky fc61eb37ce Merge pull request #5920 from 29jm/fix-warnings
Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky e6dc95e499 Merge pull request #6292 from bojidar-bg/gdscript-add-enums
Adds enums to GDScript
2016-09-10 11:59:51 -03:00
Juan Linietsky 828e1c092f Renamed the bind_native functions to bind_vararg, should make it show the documentation more clearly and also make it easier to bind to C# 2016-09-07 19:39:57 -03:00
Răzvan Cosmin Rădulescu 00e743b76a Clean up GDScript template 2016-09-05 19:58:04 +02:00
Bojidar Marinov 88430f0962
Add enum naming, by assinging a given enum's values to a Dict 2016-08-27 15:56:51 +03:00
Bojidar Marinov 4ee82a2c38
Adds enums to GDScript
Fixes #2966
2016-08-27 15:27:02 +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
Bojidar Marinov 9f66f59477
Ternary operator in GDScript (a if x else b)
Fixes #1961
2016-08-25 21:23:03 +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
Johan Manuel a4674bda47 Fix some comparisons between signed and unsigned integers 2016-08-13 13:21:35 +02:00
Johan Manuel 67b29e3b9e Fix some warnings about misleading indentation 2016-08-13 13:21:35 +02:00
Johan Manuel 046f94d3ac Remove some unused variables 2016-08-13 13:21:35 +02:00
Rémi Verschelde 5d9967ef00 Merge pull request #6055 from eska014/native-bind-rettype
Allow documenting unexposed return types in bind_native_method
2016-08-08 18:23:36 +02:00
Rémi Verschelde 38cbf69e24 Merge pull request #6045 from bojidar-bg/extends-on-placeholders
Fix #5891 by not expecting the script instance to be a GDInstance
2016-08-08 10:22:13 +02:00
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 6671c6bdc7 Added yield() signal smart autocompletion. 2016-08-06 22:11:03 -03:00
Juan Linietsky 9890c1d2ca Likely with bugs and with some features are missing, as well as profiler support, but VisualScript should be more or less done! 2016-08-06 19:00:54 -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
eska 4cd246898e Allow documenting unexposed return types in bind_native_method
Document return type of `Object.call` and `GDScript.new`
2016-08-06 02:21:29 +02:00
Bojidar Marinov 76ea995228
Fix #5891 by not expecting the script instance to be a GDInstance
It could be a placeholder instance as well
2016-08-05 13:44:12 +03:00
Juan Linietsky 3d1d190dcd Merge branch 'master' of https://github.com/godotengine/godot 2016-08-02 19:11:47 -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
eska b80c42ef4e Document FuncRef, GDFunctionState, InstancePlaceholder, RID, World2D 2016-07-30 21:27:58 +02:00
Juan Linietsky 9151eb591d Changed the way the step decimals are computed to a safer way, fixes many issues. 2016-07-26 17:25:10 -03:00
Juan Linietsky f51a816253 Set proper line into operators when parsing GDScript, fixes #5822 2016-07-22 09:23:26 -03:00
Juan Linietsky 33cc480350 Fixed reloading of tool scripts within editor, they should work much better now, closes #3194 2016-07-20 22:37:48 -03:00
Juan Linietsky 5218f35b7f Forgot to clear signals on recompile, closes #5729 2016-07-17 13:49:59 -03:00
George Marques 8113ba8bef
Allow semicolon after 'pass' keyword 2016-07-10 12:20:53 -03:00
George Marques 4bf31b3f3d
Revert removing of function call in gd_parser
The function call was removed in #5538 because of the unused return value,
but the function itself has side effects and the absence of the call was
causing crashes.
2016-07-08 22:12:59 -03:00
Rémi Verschelde b6ac91c0e6 Removed unused variables (first pass)
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
Juan Linietsky 48959f0590 Merge pull request #5407 from RandomShaper/opt-self-indexing
Optimize member access with self
2016-07-01 12:25:26 -03:00
Juan Linietsky e49b73e93a Only check for constants when parsing constants, should close #5497 2016-06-30 10:40:13 -03:00
Juan Linietsky cf0fbe493f Ability to put constants in constant expressions, closes #5264 2016-06-29 22:17:55 -03:00
Juan Linietsky 36e754457f Warn instad of crashing when class instance is gone after yield. Closes #5247 , probably closes other yield related crashes 2016-06-29 21:06:16 -03:00
Juan Linietsky 3754f6cd75 Properly show the source:line even in inner clases, closes #3766 2016-06-28 11:49:57 -03:00
Juan Linietsky cf6450043d Fix bug in inner class reference, closes #1411 2016-06-28 11:15:55 -03:00
Juan Linietsky f4c6640827 Fixed bug related to resolving constants in a class, closes #1110 2016-06-28 11:02:53 -03:00
Juan Linietsky 565bb3afcc Fix extends issue, closes #4026 2016-06-28 10:44:38 -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
Pedro J. Estébanez d306b9bea5 Optimize member access with self
Let the compiler take the fast path when a member is superfluously accessed with `self.`.
2016-06-25 15:59:39 +02:00
Andreas Haas c871cf6801 Add "bool" to GDScript reserverd keywords
Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
2016-06-24 17:47:19 +02:00
Juan Linietsky 95e3279d34 Properly report a valid error instead of reporting as a bug, closes #3841 2016-06-24 10:30:36 -03:00
Juan Linietsky 5e816fd8c8 Property reporty base type when a function fails, fixes #4581 probably also closes other issues 2016-06-20 01:15:02 -03:00
Rémi Verschelde e76f744c36 Merge pull request #5283 from djrm/remove_prints
Removed lots of prints
2016-06-19 13:10:23 +02:00
Rémi Verschelde 1923733ec8 Merge pull request #5268 from brakhane/fix-floating-bug
correctly parse floats in scientific notation (Fix #5267)
2016-06-19 13:05:00 +02:00
Daniel J. Ramirez 422fac5066 Removed lots of prints 2016-06-18 18:01:06 -05:00
Rémi Verschelde b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Dennis Brakhane c246931f03 correctly parse floats in scientific notation
GDScript incorrectly parsed float values in scientific notation
when no decimal point was given. "1e-5" was parsed as "15".

Fix this by not requiring a decimal point when we found an exponent
for the number to be considered a float.

Fixes #5267
2016-06-18 13:20:45 +02:00
Geequlim 71245995a4 Add @GDScript.type_exists 2016-06-18 15:07:51 +08:00
Juan Linietsky 57c67fb0f7 reverted to ==, if a line is missing a statement, we'll have to make sure to add it 2016-06-17 21:57:46 -03:00
Juan Linietsky dcd50f8838 changed == for >= since some statements may not store a line (if line is empty)
this is added to #5204
2016-06-17 21:19:09 -03:00
Juan Linietsky 3ddce309f4 Merge pull request #5204 from vnen/fix-completion-crash
Fix crash in code completion
2016-06-17 21:09:18 -03:00
Rémi Verschelde 7723579237 Fix type hint for the seed argument
Closes #5260.
2016-06-18 01:18:06 +02:00
George Marques 17b6cebcfe
Fix crash in code completion
Fix #4641
2016-06-13 22:19:39 -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 ceeb5453a8 gdscript tokenizer will dislike use of case, closes #4991 2016-06-11 21:45:37 -03:00
Juan Linietsky fea9511bc6 remove unnecesary found bug? print, closes #5028 2016-06-11 20:36:28 -03:00
Juan Linietsky f860915ae0 Made many built-in gdscript functions return more descriptive errors, closes #5150 2016-06-11 19:43:38 -03:00
Juan Linietsky 9ddc13a5cc -All variables from script are visible through get_property_list(), not just those with export()
-Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script
-closes #5146
2016-06-11 18:34:49 -03:00
Juan Linietsky f8f30662d9 -Ability to reload (and soft reload) tool scripts. Please test! 2016-06-08 20:00:52 -03:00
punto- 86253cbdfe Revert "Fix implicit GDScript Reference inheritance" 2016-06-06 23:40:50 -03:00
eska 3acbf8e71f Fix implicit GDScript Reference inheritance 2016-06-05 19:17:33 +02:00
George Marques 43dad78209
Fix Color8 constructor using wrong value range
Fix #5015
2016-06-03 14:59:40 -03:00
Juan Linietsky cc0a7b24e7 missed ifdef that broke android build 2016-06-01 20:44:34 -03:00
Juan Linietsky 9e745b920f Ability to reload scripts on running game 2016-06-01 20:31:42 -03:00
Juan Linietsky df139f57b3 Some cleanup to GDScript
separated GDFunction (VM) from GDScript in two different files
2016-05-31 22:33:43 -03:00
Yakov Borevich 9e86b2714f [GDScript] Redefine var results in an error
Error rised if redefine
- function argument
- for-loop argument
- local-scope var

Affects #3730
2016-05-30 18:22:34 +03:00
Juan Linietsky 3e8eb396d7 Finalized DynamicFont implementation
-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
2016-05-29 11:37:52 -03:00
Ignacio Armenteros 7caabd9398 Fix #4748: proper call to base class function 2016-05-23 11:49:51 +02:00
Juan Linietsky a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Rémi Verschelde b58e261d41 GDScript: Fix method info for is_nan and is_inf
As reported on https://godotengine.org/qa/4114/why-isnan-and-isinf-arent-implemented
2016-05-17 14:59:48 +02:00
Juan Linietsky 0c57a58056 ability to drag scenes from filesystem to tree for instancing 2016-05-11 20:57:52 -03:00
Saracen d643a40f95 Subclasses can now extend from other subclasses contained in scripts derived from relative paths. 2016-04-09 03:23:33 +01:00
Rémi Verschelde 0a5472e697 Remove trailing spaces 2016-04-02 20:26:12 +02:00
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Rémi Verschelde 002ff3cc9a Revert "Merge pull request #3814 from est31/iterators_for_for"
This reverts commit adf5056889, reversing
changes made to ee2bc87c0e.
2016-03-01 18:09:48 +01:00
Juan Linietsky 210d332def -wip on addon editor
-fixes instantiable subclasses not working, as reported in #3871
2016-02-29 09:57:38 -03:00
est31 5f66692395 Use xrange for common "for i in range(...)" use case
Make the parser eliminate a wasteful allocation and initialisation
of a possibly large array.
2016-02-28 22:47:48 +01:00
est31 f81153eb69 Add xrange builtin function
Also update classes.xml in order to document xrange
2016-02-28 22:47:48 +01:00
Juan Linietsky 6fc1c3a4d1 Completed the support for plugins! It is not possible to add plugins.
Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
2016-02-27 23:12:27 -03:00
Rémi Verschelde c8071dfce8 Merge pull request #3812 from est31/master
Fix typo in error
2016-02-24 00:15:53 +01:00
est31 cea8e97c11 Fix typo in error 2016-02-24 00:08:53 +01:00
Juan Linietsky 70cdfa681a -Change link to new documentation
-fixed bug in tilemap collision debug
2016-02-20 10:02:14 -03:00
Rémi Verschelde 285c400288 Merge pull request #3658 from Hinsbart/doc_joyevent
doc: use correct identifiers for InputEventJoystick{Motion, Button}
2016-02-11 07:17:43 +01:00
hondres 6de2b9d864 doc: use correct identifier for InputEventJoystick{Motion, Button} 2016-02-10 23:37:25 +01:00
Juan Linietsky 61f03c98c8 -Added missing functions to the doc, fixes #3583 2016-02-09 16:58:03 -03:00
Rémi Verschelde 6ea0863ed3 Merge pull request #3587 from akien-mga/pr-reserved-keyords
Fix missing comma
2016-02-04 18:57:25 +01:00
Rémi Verschelde ade7329625 Fix missing comma 2016-02-04 18:56:41 +01:00
George Marques 0f41a18344 Merge pull request #3582 from akien-mga/pr-reserved-keyords
Add preload and PI to GDScript reserved keywords
2016-02-04 14:52:44 -02:00
Rémi Verschelde 99d9188da8 Add preload and PI to GDScript reserved keywords
I've noticed that gd_tokenizer also has keywords for `switch' and `do', but they seem not to be supported actually (only used in commented code for the shader language), so I don't add them.
2016-02-04 10:26:10 +01:00
Rémi Verschelde 8151110002 Reorder reserved words by categories
They were previously kind of sorted with a mix between alphabetical and logical ordering, which made it hard to spot duplicates or missing words.
2016-02-04 10:17:23 +01:00
Juan Linietsky 817fd1ab71 -Added method flags to global constants for script
-Added a new flag METHOD_FLAG_FROM_SCRIPT to get_method_list() flag property. Closes #3489
2016-01-31 15:40:51 -03:00
Rémi Verschelde 7af864f467 Merge pull request #3445 from akien-mga/master
Add missing return for typeof() MethodInfo
2016-01-26 00:03:33 +01:00
Rémi Verschelde e38b797c97 Add missing return for typeof() MethodInfo 2016-01-25 10:55:50 +01:00
hondres 56ce58d57c can preload constants 2016-01-24 23:45:11 +01:00
Juan Linietsky de7fe2fced -remove unnecesary error report, fixes #3361 2016-01-23 15:36:03 -03:00
Franklin Sobrinho 0426806ebf Removed GDScript "function" keyword 2016-01-13 17:59:39 -03:00
Juan Linietsky 5fca2bd4bc Reworked how autoloads are load to make sure identifiers always exist, please check if this resolves bug #3156 2016-01-13 08:27:14 -03:00
Juan Linietsky 1a9c3a134d -Make Akien happy, fixes #3068
(seems I wrote all the code, then forgot to use the enum...)
2016-01-10 23:13:02 -03:00
Ignacio Etcheverry d50e8d2bad Added missing onready token name 2016-01-07 18:59:37 +01:00
Juan Linietsky cb39db0b02 Fixed bug with default arguments in gdscript, closes #2024 2016-01-03 21:11:11 -03:00
Juan Linietsky 23441ec867 Added var2bytes and bytes2var to convet any variable to bytes and back. Closes #2075 2016-01-02 21:07:03 -03:00
Juan Linietsky 1597082c85 -Ability to roll-back script-exported properties to their default value on the script, closes #2128 2016-01-02 20:17:31 -03:00
Juan Linietsky 61745855d0 PI is now a built-in constant, fixes #2134 2016-01-02 17:56:45 -03:00
Juan Linietsky 0e0a7c9494 -properly handle newline in \ (line continuation) in gdscript, fixes #2112
-also fix a small crash in export detection with scripts that include themselves
2016-01-02 13:56:58 -03:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky 64872ca811 small fixes to color8 2015-12-31 18:32:56 -03:00
Juan Linietsky 37f2222dd7 -Added Color8(r8,g8,b8,a8) function as well as .r8,.g8,.b8,.a8 members to Color, to deal with colors in the 0-255 range. Closes #2345 2015-12-31 18:26:49 -03:00
Juan Linietsky ec3d17b4e2 force thread model to single-safe when running editor, fixes #2387 2015-12-31 16:24:27 -03:00
Juan Linietsky b60a3e7202 -Changed var2str and str2var in GDScript to use VariantWriter and VariantParser
-It is now finally possible to parse back a variant from text!
2015-12-31 00:54:00 -03:00
Zher Huei Lee 61a1f596cc added missing null check
for p_func inside _parse_function
2015-12-30 01:02:31 +00:00
Zher Huei Lee 821351be04 added missing onready allocation for subclasses
Fixes #3158
2015-12-30 00:23:26 +00:00
reduz 7d2d1442f8 -add breakpoint statement to ease with debugging, closes #3165 2015-12-29 12:11:21 -03:00
reduz 99736e63e4 -fixed bug with some indent blocks not properly checked, fixes #2570
-added ability to do one-line blocks, such as:  if something: print("hello") , to be more python-like
2015-12-29 11:41:37 -03:00
reduz f7b64a62d1 -renamed function get_relative_transform() to get_relative_transform_to_parent(), makes more sense
-fixed newly introduced bug in onready keyword, fixes #3155
2015-12-28 21:05:57 -03:00
reduz 30c12297dc - added 'onready' keyword to gdscript. Defers initialization of member variables until _ready() is run. 2015-12-28 19:32:51 -03:00
reduz 110de2ccac -Added proper code completion for singletons 2015-12-28 16:36:29 -03:00
reduz e0d21d2158 Ability to set autoloads as singleton global variables 2015-12-28 15:59:20 -03:00
Rémi Verschelde 9e9e4f96a2 Merge pull request #3051 from eska014/add-export-hints
Add GDScript export hints for named bit flags, exponential ranges and global filesystem
2015-12-14 17:40:57 +01:00
eska 897cf2140c Add GDScript export hint for named bit flags
Syntax: `export( int, FLAGS, "A Flag", "Another Flag" ) var flags`
2015-12-14 17:32:31 +01:00
Juan Linietsky f2183a5e09 replaced :var by :Variant in documentation, fixes #2897 2015-12-14 08:28:01 -03:00
eska ef0c05430c Add GDScript export hints for global filesystem and exponential ranges
- File in global filesystem: `String, FILE, GLOBAL, "*.png"`, tool scripts only
- Directory in global filesystem: `String, DIR, GLOBAL`, tool scripts only
- Exponential range: `float, EXP, 50, 150, 2`
2015-12-11 06:45:03 +01:00
Juan Linietsky 17927cb705 Merge pull request #2877 from eska014/remove-builtin-aliases
Remove unexpected GDScript aliases for built-in types
2015-12-08 17:09:22 -03:00
Juan Linietsky 200b7bb87c -Display on animation editor which keys are invalid and which tracks are unresolved
-Added a tool to clean up unresolved tracks and unused keys
2015-12-05 14:18:22 -03:00
Rémi Verschelde 3aa0d0e9fd Merge pull request #2938 from koalefant/master
Break into GDScript debugger when new() fails
2015-11-30 07:50:22 +01:00
koalefant e52d211b61 GDScript: fixed highlighting of the next line when colon is missing 2015-11-29 23:45:28 +01:00
admix b2508ca879 Break into GDScript debugger when new() fails 2015-11-29 17:02:52 +01:00
Franklin Sobrinho 69a6524adf Add script auto-completion for function parameters 2015-11-26 09:40:13 -03:00
eska d1a75a6757 Remove unexpected GDScript built-in type aliases 2015-11-23 02:09:19 +01:00
Juan Linietsky 0c3386b2ed Merge pull request #2707 from akien-mga/master
Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky e8435cc721 Merge pull request #2632 from firefly2442/duplicate-inherited-vars
remove child variable that is duplicated from parent class
2015-11-18 19:16:35 -03:00
eska bbc42a159c Allow extending from Object in GDScript 2015-11-12 15:50:20 +01:00
Rémi Verschelde 399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
firefly2442 bb68dc5210 remove child variable that is duplicated from parent class 2015-10-18 21:45:27 -05:00
Juan Linietsky e1e04c1dd5 Merge pull request #2497 from vnen/fix-2490
Make dict2inst set internal members of instance
2015-10-17 10:11:11 -03:00
eska eb9621624f Add GDScript export hint for real numbers with easing `export(float, EASE)` 2015-10-16 20:37:13 +02:00
eska 57b2c4b0c6 Add multiline string GDScript export hint `export(String, MULTILINE)` 2015-10-16 18:48:54 +02:00
eska e18c1ba05b Revert "add flag and multiline hits in GDScript"
This reverts commit 7843ec6633.
2015-10-16 16:18:46 +02:00
George Marques 1d45c9a04c
Make dict2inst set internal members of instance
Fix #2490
2015-09-20 16:17:30 -03:00
crr0004 f34c3e249b Fixes editor freeze 2015-09-02 13:56:51 +10:00
Juan Linietsky 319cc7e3ae detect node and variable assignments in _ready, _init, etc for further code completion 2015-08-30 11:50:10 -03:00
Juan Linietsky 04cb3c9eb1 Ability to edit all kinds of arrays from the property editor.
Yes, I'm trying to convince you to test the alpha release by adding all these now :)
2015-08-25 20:45:51 -03:00
Juan Linietsky 4b40f9228b Merge branch 'master' of https://github.com/okamstudio/godot 2015-08-23 20:22:08 -03:00
Juan Linietsky 07e9741425 **WARNING BEFORE PULLING**
This push changes the binary and XML formats and bumps the major version to 2.0. As such, files saved in this version WILL NO LONGER WORK IN PREVIOUS VERSIONS. This compatibility breakage with older versions was required in order to properly provide project refactoring tools.
If I were you, unless you are brave, I would wait a week or two before pulling, in case of bugs :)

Summary of Changes

-New Filesystem dock, with filesystem & tree view modes.
-New refactoring tools, to change or fix dependencies.
-Quick search dialog, to quickly search any file
2015-08-23 20:15:56 -03:00
Juan Linietsky c2e2f2e0ae Merge pull request #2282 from Ovnuniarchos/master
Bitmask editor and some CanvasItem documentation.
2015-08-08 11:18:08 -03:00
Juan Linietsky 71b14f9822 Merge pull request #2323 from dbsGen/patch-2
add flag and multiline hints in GDScript
2015-08-08 11:05:35 -03:00
neikeq 6c5b031ba9 Add missing token name for signal. closes #2201 2015-08-07 22:20:52 +02:00
Juan Linietsky 8280bb0de0 more debugger fixes
-setting/clearing breakpoints during run-time now works
-multi-line strings resulted in wrong line numbers in bytecode, fixed
2015-08-04 20:17:39 -03:00
Juan Linietsky d1da2c2995 error debugger
shows the list of errors that happened during running the game, traces
can be analyzed
2015-08-04 09:47:32 -03:00
Gen 7843ec6633 add flag and multiline hits in GDScript
`export (flag) var test` for PROPERTY_HINT_ALL_FLAGS
`export (multiline) var test` for PROPERTY_HINT_MULTILINE_TEXT
2015-08-01 14:02:10 +08:00
Ovnuniarchos dd09ae50e1 Added FLAGS to int hint to make an int a bitmask on the editor. 2015-07-20 20:02:46 +02:00
Juan Linietsky 55b34e05b3 -some changes by okam 2015-06-30 11:28:43 -03:00
Juan Linietsky 95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky 2b64f73b04 more code completion improvements
-calltip dissapears with more types of keypresses or when pressing ')'
-properly looks into autoloaded scripts or nodes with another script for
script functions/variables/etc.
2015-06-27 15:52:39 -03:00
Juan Linietsky a67486a39e improved get_node(), connect(), etc code completion.
-properly completes text arguments
-includes the "/root" autoloads
2015-06-26 01:14:49 -03:00
Juan Linietsky 48f1d02da4 added ability to define signals in script
closes #2175
2015-06-24 13:29:45 -03:00
Juan Linietsky 68443a649d Merge pull request #2088 from KillerJaguar/setter-fix
Fixed variables being set before calling the setter method
2015-06-22 23:55:55 -03:00
Juan Linietsky e9bbb97acc Multiple scene editing *POTENTIALLY UNSTABLE*
-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
2015-06-22 00:04:15 -03:00
Jaguar 7c0051beac Fixed variables being set before calling the setter method 2015-06-13 14:10:06 -04:00
Juan Linietsky e323cc0505 -Rename unexisting by nonexistant, closes #1940
-Added function to retrieve list of actions fron InputMap
2015-05-18 10:20:54 -03:00
Juan Linietsky e72717e373 properly save external resources, fixes #1924
added API to get scancode names to OS
2015-05-17 13:15:23 -03:00
Juan Linietsky 27cb75112e -bit slower execution in debug, but proper error reporting for get index and operators, fixes #1911 2015-05-16 16:32:46 -03:00
Juan Linietsky 65d48d6d39 -Added prints() function, fixes #1132, #1859
-Tabs work inside built-in log window, fixes #1867
2015-05-09 18:09:58 -03:00
Juan Linietsky f54ad9e086 made parser accept EOF after "pass", fixes #1488 2015-04-26 20:28:41 -03:00
Juan Linietsky 701335e845 -Throw error if setter and getter reference their member variable with self. , fixes #1685 2015-04-18 17:55:04 -03:00
Juan Linietsky 170a9349d2 Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-18 16:18:59 -03:00
Juan Linietsky 4661a6e126 -try to avoid errors when path using ".." is present in script include, fixes #1703 2015-04-18 16:17:33 -03:00
Juan Linietsky e388d551b7 Merge pull request #1667 from TheHX/fix_multiline_strings
Now the script editor highlight all lines of a multiline string
2015-04-18 14:45:15 -03:00
Juan Linietsky fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky be46be7801 -renamed function to get object from instance id
-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
Franklin Sobrinho 562bc22dd4 Now the script editor highlight all lines of a multiline string 2015-04-09 18:24:38 -03:00
Juan Linietsky 963845eea9 Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-07 21:21:06 -03:00
Juan Linietsky 22997294fa -Concatenating arrays keeps the shared property if any of the arrays is shared. Fixes #1646 2015-04-07 21:18:46 -03:00
Juan Linietsky 8619cb64ba Merge pull request #1567 from sanikoyes/Pr-GDScript-seed-get-inst
Pr-GDScript-seed-get-inst
2015-04-07 20:19:07 -03:00
Juan Linietsky b1bf4fcef2 Merge pull request #1591 from MostafaHassan/pr_FixCrashInVisualShader
(Fix crash) in visual shader for curve remap node
2015-04-07 20:14:10 -03:00
yg2f fcbf473d0d fix printraw to make it actually print raw 2015-04-06 13:57:31 +02:00
mostafahassan 73ff3ac218 (Fix) script will not be able to extend itself 2015-03-31 21:34:50 +02:00
sanikoyes 97f34a1dd6 Add seed/get_inst function for GDScript
seed -> Math::seed
get_inst -> ObjectDB::get_instance
2015-03-25 11:01:12 +08:00
Juan Linietsky 0302ea5b82 Merge pull request #1396 from Spooner/fix_sprintf_errors
Fix sprintf errors
2015-03-22 15:03:32 -03:00
Juan Linietsky da7698073f Merge pull request #1407 from NateWardawg/documentation
Updated the internal documention for the GDScript class.
2015-03-22 15:02:00 -03:00
Juan Linietsky a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Nathan Warden bfad392387 Updated the variable in the lerp function to be weight instead of percent. 2015-02-20 16:28:48 -05:00
Juan Linietsky daeac73c54 restored @ for nodepaths/stringnames 2015-02-19 18:12:45 -03:00
Bil Bas (Spooner) 748311ec42 Added info about operator after bespoke error message. 2015-02-19 16:59:37 +00:00
Bil Bas (Spooner) db2381de7a Correctly halt on error in sprintf parsing (fixes #1393) 2015-02-19 15:45:49 +00:00
Juan Linietsky 2185c018f6 begin new serialization framework
also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Hinsbart cbade4daf6 fix typo in script template 2015-02-10 19:39:52 +01:00
Wim Vander Schelden 3d3b1937dd Cleaned up formating in gd_compiler.h 2015-01-14 16:37:24 +01:00
Juan Linietsky 7c7ab30c4e fixes 2015-01-13 11:22:56 -03:00
Juan Linietsky bd03562076 -Resolved bug that made yield() not work in some situations, fixes #884 2015-01-06 00:39:35 -03:00
Juan Linietsky ddf7457894 Merge branch 'master' of https://github.com/okamstudio/godot 2015-01-03 16:53:39 -03:00
Juan Linietsky fbdd925d9b -Work in progress visual shader editor *DOES NOT WORK YET* 2015-01-03 16:52:37 -03:00
Juan Linietsky 6b5b95bb4e -added new code completion guess locations, closes #1032
-moved commandline fix to mingw-only, should fix #1064
2015-01-03 13:03:13 -03:00
Juan Linietsky 60afd79a6e -added a check for setget while running the game , closes #1009
-fixed issues in tilemap editor (swap arrows not showing/hiding properly)
2015-01-03 00:57:02 -03:00
Juan Linietsky 78e7777cf5 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_editor.cpp

Improved code completion for InputEvent (shows members by type)
2014-12-21 11:46:28 -03:00
Juan Linietsky a36a774897 Fixes
-=-=-=

-Added missing quaternion constructor
-code completion fixes
-winrt fixes
2014-12-20 15:30:06 -03:00
Juan Linietsky 9783f6fc96 Merge branch 'master' of https://github.com/okamstudio/godot 2014-12-20 12:32:32 -03:00
sanikoyes 4ccdbde845 Fix crash when gd-script _init fail 2014-12-18 12:50:47 +08:00
Juan Linietsky 9f5bbfc322 -improved completion options for InputEvent, shows all event types now 2014-12-18 00:56:33 -03:00
Juan Linietsky 92f28a5028 oops, C++11 makes me screw up 2014-12-17 10:45:02 -03:00
Juan Linietsky fd4648c081 -fixed crash reported by n-pigeon 2014-12-16 23:46:55 -03:00
Juan Linietsky 2dd302ff90 -fix compilation issue
-fix missing built-ins in completion
-fix parse error
2014-12-16 23:17:35 -03:00
Juan Linietsky bcf27feb98 New Code Completion
-=-=-=-=-=-=-=-=-=-

-Massive improvement to code completion
-Argument hinting for functions

If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.

 Please enter the commit message for your changes. Lines starting
2014-12-16 22:31:57 -03:00
Juan Linietsky be4e40e90a compilation fix 2014-12-08 16:09:29 -03:00
Juan Linietsky 6851f9bfae Small Fixes
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-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
2014-12-08 15:47:45 -03:00
Juan Linietsky c940212b89 more bugfixes 2014-12-07 02:39:51 -03:00
Juan Linietsky c79be979d4 Batch of Bugfixes
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-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
2014-12-07 02:04:20 -03:00
Juan Linietsky e709468bb1 missing navmesh demo and small fixes 2014-11-19 11:33:15 -03:00
Juan Linietsky abbea4d945 UDP Fixes
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Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky 0dbedd18fc SceneMainLoop -> SceneTree
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*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky d85b67be53 Bug Fixes
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-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
2014-11-02 11:31:01 -03:00
Juan Linietsky e82dc40205 -Much improvement to baked light baker
-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
2014-10-27 22:54:32 -03:00
Juan Linietsky 9608d4255e Merge pull request #823 from grabiller/#821
Fix issue #821: GDScript now accepts single quoted as well as double quoted strings.
2014-10-27 22:44:53 -03:00
Guy Rabiller 1317d20740 - Fix issue #391: GDScript now reduce constant expressions to constant and forbids constant assignment after being defined. 2014-10-27 22:26:31 +01:00
Guy Rabiller f1744c8c31 Fix issue #821: GDScript now accepts single quoted as well as double quoted strings. 2014-10-26 10:33:35 +01:00
Juan Linietsky 948fd83cdd Little Bits
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-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
2014-10-12 02:13:22 -03:00
Juan Linietsky 0fa94a9690 Build System Changes
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Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.

Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
2014-10-07 01:31:49 -03:00
Juan Linietsky 048fdc8aea -variables with export in script are now IMMEDIATELY AND ALWAYS visible in properties (#718)
-WorldEnvironment cleanup issues fixed (#563)
-Text Editor improvement to shift-mouse selection (#648)
-(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652)
-Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense
-Added add_collision_exception() API in PhysicsBody (more accessible)
-ability to select and copy in the output messages panel
2014-09-22 00:50:48 -03:00
Juan Linietsky 11a5ed508b Fixed too many little issues, check the issues closed today. 2014-09-21 01:43:42 -03:00
Juan Linietsky 0a557f3bf5 - more fixes on #672 on windows
- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
2014-09-19 21:01:41 -03:00
Juan Linietsky 549d344f0f Fixing Issues...
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
2014-09-19 18:39:50 -03:00
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
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3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
   -PinJoint
   -HingeJoint (with motor)
   -SliderJoint
   -ConeTwistJoint
   -Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
    -input_event (mouse or multitouch input over the body)
    -mouse_enter (mouse entered the body area)
    -mouse_exit (mouse exited body area)
   For Area it needs to be activated manually, as it isn't by default (ray goes thru).

Other:

-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
2014-09-15 11:33:30 -03:00
Juan Linietsky 2ee4ac183b Little Bits
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-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
2014-08-14 10:31:38 -03:00
Juan Linietsky 2af2a84a03 Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-27 23:21:45 -03:00
Juan Linietsky 703004f830 More 3D Work
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-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
2014-06-16 10:22:26 -03:00
Juan Linietsky 9b8696d3dd Light Baker!
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-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-06-11 10:41:03 -03:00
Juan Linietsky 71355aaab7 -Fixed bug in "extends" 2014-05-24 13:25:56 -03:00
Juan Linietsky 1cad087969 Making Godot Easier to Use..
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky f1d3b30a45 Fixes to constants in scope 2014-05-02 12:40:34 -03:00
Juan Linietsky 6572d51288 -Fixes to OpenSSL compilation (more)
-Fix bug in GDScript, now static functions can call static functions.
2014-05-01 11:34:10 -03:00
Juan Linietsky b4969373b3 -HttpClient: ’Content-Length’ is added to httprequest if not provided in the headers and a body exists
-expressions in GDScript can take multiple lines if inside parenthesis (python-like)
-Added \ to force linebreaks to GDscript (python-like)
-added exclude objects from raycast
-fixed crashes
2014-04-05 18:50:09 -03:00
Juan Linietsky 9f33134c93 -Support for changing fonts
-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
2014-04-05 12:39:30 -03:00
Juan Linietsky 0a717ffee2 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/multiscript/register_types.cpp
	platform/android/java/src/com/android/godot/GodotLib.java
2014-03-13 23:14:35 -03:00
Juan Linietsky 31ce3c5fd0 -fix bug in cache for atlas import/export
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
sanikoyes cde48d0c9c fix gdscript path parse error 2014-03-11 13:30:33 +08:00
Juan Linietsky b2ce682f6e -scripts are converted to bytecode on export
-fix bug in doc where touchscreen events were not documented
2014-02-25 09:31:47 -03:00
Juan Linietsky 4b07eb8deb -moved script to modules 2014-02-24 09:53:33 -03:00