Commit Graph

395 Commits

Author SHA1 Message Date
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