Fabio Alessandrelli
0450e6539e
ENet code cleanup and changes from review.
2017-03-24 02:30:11 +01:00
Fabio Alessandrelli
38d457170a
Update ENet module to support custom ENet lib
...
Keep compatibility with upstream enet libraries
2017-03-24 02:30:05 +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
Rémi Verschelde
26c6c2b01a
Fix linking order for builtin freetype
...
Before this change the libfreetype_builtin.a lib would be appended
at the very end of the linking flags, after system libs such as -lX11
or -lkernel32.
2017-03-19 15:19:31 +01:00
Rémi Verschelde
00c4782910
Merge pull request #8051 from RayKoopa/resizable_new_node_dialog
...
Make Create New Node dialog resizable and burninate old dialog
2017-03-18 14:52:34 +01:00
Ray Koopa
c0c4ba4e94
Make Create New Node dialog resizable and burninate old dialog
2017-03-18 11:21:50 +01:00
mbalint12
edaf77abd6
Fixed typo in gdscript autocompletion.
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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
6163343118
Make that Whole New World great again
...
Fix regression from 5dbf180
that broke Windows build.
2017-03-05 19:12:22 +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
Ferenc Arn
790611ef26
Added missing FIXMEs in PR #7878
2017-03-02 16:13:01 -06:00
Rémi Verschelde
a1cbe8e22b
Merge pull request #7878 from RebelliousX/else
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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
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Get rid of some compilation warnings.
2017-02-26 20:22:48 +01:00
Rémi Verschelde
0f12d0a924
Merge pull request #7827 from volzhs/libwebp-0.6.0
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Update libwebp to 0.6.0
2017-02-26 20:13:31 +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)
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-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
volzhs
6de3defe72
Update libwebp to 0.6.0
2017-02-17 23:49:40 +09:00
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
da11d6d9e8
Many fixes to make exported scenes work better, still buggy.
2017-02-15 08:34:02 -03:00
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
Hein-Pieter van Braam
0f687f0ccb
Remove use of _SCS from ADD_METHOD
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This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
530de920d4
Merge pull request #7723 from lonesurvivor/gdscript-range-fix
...
Fix parsing bug which causes range(variable) to crash the engine
2017-02-12 23:13:08 +01:00
Juan Linietsky
6f2e16306a
Several bugfixes, improving the import workflow
2017-02-06 00:38:39 -03:00
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
d2b2d6801f
Changed OGG Vorbis type to be imported, so it's possible to specify loop
2017-02-03 08:55:29 -03:00
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
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made _ a special token in GDScript
2017-01-23 07:55:11 +01:00
Juan Linietsky
0aa7242624
WIP new AudioServer, with buses, effects, etc.
2017-01-21 19:01:00 -03:00
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.
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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
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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
40323407df
Style: No break before list brace
...
clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
2017-01-16 08:48:24 +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
Juan Linietsky
b400c69cd4
Oops! Audio engine has vanished :D
2017-01-15 16:07:51 -03:00
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
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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
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Redefine var results in an error
2017-01-14 17:07:08 -03:00
Juan Linietsky
dcb95ec147
removed duplicated functions in class hierarchy that were bound more than once
...
added a check to detect this case in the future
2017-01-14 11:10:42 -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
a97551902e
rename Input.get_mouse_speed() to Input.get_last_mouse_speed()
2017-01-13 19:24:28 -03:00
Juan Linietsky
a2903fc51d
Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED
2017-01-12 20:35:46 -03:00
Juan Linietsky
da477b76a9
some class renames
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TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
2017-01-12 18:28:12 -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
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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
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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
48097f6df3
Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a container!
2017-01-10 01:49:55 -03:00
Juan Linietsky
e9bb65db81
-All types have editable script now in properties
...
-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -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
857c50db70
Removed Musepack, it's a pretty obsolete format nowadays.
2017-01-08 21:06:48 -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
fa170cbc58
PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188
2017-01-08 18:18:54 -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
99ceddd11e
Editor settings categories are now tidy and beautiful!
2017-01-05 19:41:36 -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
76c2e8583e
Merge branch 'master' of https://github.com/godotengine/godot
2017-01-04 01:17:41 -03:00
Juan Linietsky
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
...
-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Ferenc Arn
bd7ba0b664
Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
...
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.
This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03 17:41:04 -06:00
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
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
...
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
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
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Disallow assignment to constants and expressions
2017-01-02 15:54:43 +01:00
Rémi Verschelde
0b2771bd65
Merge pull request #7271 from Faless/ipv6_cleanup
...
Fixes and improvementes for IPv6 implementation.
2017-01-02 15:51:45 +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.
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Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
2016-12-17 11:14:53 +02:00
Fabio Alessandrelli
1aff508dd9
IP_Address now handle IPv4 and IPv6 transparently
...
IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
2016-12-09 18:24:59 +01:00
Błażej Szczygieł
86a2a42303
WebM: Fix compilation on Linux/X11 ARM platform
2016-12-08 01:38:14 +01:00
Rémi Verschelde
56195873b6
Remove incomplete Inverse Kinematic module
...
The plan is to implement IK properly in the core engine for version 3.1,
together with ragdolls in the Skeleton node to let them reuse the same
limits and constraints.
Therefore we remove this module as part of the API breakage in 3.0, so
that we are not limited by staying compatible with it in 3.1.
2016-12-04 11:53:59 +01:00
Błażej Szczygieł
a7f76e1b13
WebM: Fix iPhone x86 compilation
2016-11-16 14:06:02 +01:00
George Marques
fa327f886e
Add "Positive" operator to VisualScript
2016-11-11 23:46:32 -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
Rémi Verschelde
57cc953cff
Merge pull request #7028 from bojidar-bg/gdscript-multiline-comment-fixup
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Make GDScript parser ignore floating strings in class definition
2016-11-06 12:07:02 +01:00
Rémi Verschelde
be4eff1d8b
Merge pull request #7019 from vnen/rename-winrt-uwp
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Rename WinRT platform to UWP
2016-11-06 12:03:10 +01:00
Rémi Verschelde
611a94e3a6
opus: Move public headers to match system install
2016-11-03 21:18:23 +01:00
George Marques
411faaa6f4
Rename remaining WinRT references to UWP
2016-11-03 14:51:08 -02:00
George Marques
fb5a73a39f
Rename WinRT files to UWP
2016-11-03 14:51:08 -02:00
Bojidar Marinov
074bcb2a7b
Make GDScript parser ignore floating strings in class definition
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Fixes #1320
2016-11-03 12:26:38 +02:00
Rémi Verschelde
cc95d4448c
scons: Reorder options for clarity
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Also prefix all thirdparty-related toggles with `builtin`.
2016-11-03 07:45:08 +01:00
Pedro J. Estébanez
f935d7ab0e
Make regex compilable with RTTI disabled
2016-11-01 19:16:46 +01:00
Rémi Verschelde
f34151ff0f
style: Various other PEP8 fixes in Python files
...
Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
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
d4c17700aa
style: Fix PEP8 whitespace issues in Python files
...
Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
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
Rémi Verschelde
c6c13eb8fc
Merge pull request #6490 from zaps166/webm-pr
...
Add WebM support
2016-10-30 18:12:00 +01:00
Rémi Verschelde
f1b89f1778
Merge pull request #6887 from leezh/regex_module
...
RegEx re-implemented as a module
2016-10-30 12:02:44 +01:00
Juan Linietsky
53d8f2b1ec
PBR more or less working, still working on bringing gizmos back
2016-10-27 11:50:26 -03:00
Zher Huei Lee
9a5ce099f1
Changed RegEx to inherit Resource
2016-10-27 10:27:40 +01:00
Zher Huei Lee
c3b4686082
Added global sub and bounds checking to RegEx
2016-10-27 10:27:40 +01:00
Zher Huei Lee
439d439321
RegEx re-implemented as a module
...
Re-wrote nrex as a module using godot-specific parts and new
features:
* Added string substitutions.
* Named groups are now supported.
* Removed use of mutable variables in RegEx. RegExMatch is returned
instead.
2016-10-27 10:27:40 +01:00
yg2f
f7773d499d
fix bug introduced by #6501
...
( @Akien : this PR is for current HEAD only, not to be cherry-picked for 2.1.1 )
this is manual revertion of #6501 which introduced a bug that prevented
scons from detecting Mingw under Windows when MSVC was installed.
(thanks to @vnen for finding this)
AND
it fixes the actual bug that prevented scons from detecting MSVC standalone
compiler ( a confusions between ``VSINSTALLDIR`` and ``VCINSTALLDIR`` )
The freeware Standalone MSVC C++ Build Tools are available here :
http://landinghub.visualstudio.com/visual-cpp-build-tools
2016-10-26 19:29:30 +02:00
Rémi Verschelde
c67e3a485d
Merge pull request #6925 from godotengine/ipv6
...
Adding IPv6 support
2016-10-26 14:32:51 +02:00
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
Błażej Szczygieł
d710b265f8
Add WebM module
...
Use already existing libraries: libvorbis and libopus. Also use newly
added libraries: libvpx, libwebm, libsimplewebm.
2016-10-23 02:46:06 +02:00
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
Ariel Manzur
887a897c02
adding ipv6
2016-10-18 18:53:18 -03:00
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
Błażej Szczygieł
4ffa8f224d
Theora: Don't compile unnecessary files, rename "x86_opt_*"
2016-10-16 22:31:27 +02:00
Rémi Verschelde
edbc0c0d0b
freetype: Make it a module and split thirdparty library
...
Comment out the weird workaround for building on Windows at it might
not be needed anymore. Testing needed to confirm.
2016-10-15 18:10:17 +02:00
Rémi Verschelde
e6dc51a0f7
chibi: Move to a module
2016-10-15 12:20:53 +02:00
Rémi Verschelde
8311a78df5
squish: Move to a module and split thirdparty lib
2016-10-15 12:01:28 +02:00
Rémi Verschelde
5c12c9e69b
mpc: Move to a module and split thirdparty libmpcdec
2016-10-15 11:50:42 +02:00
Rémi Verschelde
cfcc8a20e8
theora: Move to a module and split thirdparty lib
...
Same rationale as the previous commits.
2016-10-15 11:50:41 +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
422196759f
openssl: Move to a module and split thirdparty lib
...
Same rationale as the previous commits.
2016-10-15 11:50:41 +02:00
Rémi Verschelde
d9a291f641
ogg/vorbis/opus: Make them modules and unbundle thirdparty libs
...
Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
2016-10-15 11:50:40 +02:00
Rémi Verschelde
ee3cf211c6
webp: Make it a module and unbundle libwebp thirdparty files
...
Note that there are two Godot-specific changes made to libwebp
for the javascript/HTML5 platform. They are documented in the
README.md.
2016-10-15 11:50:39 +02:00
Rémi Verschelde
b1e8889d96
dds/etc1/pbm/pvr: Make those modules and split thirdparty files
...
They are not particularly packaged in Linux distros so we do not
facilitate unbundling via SCons. There could be done if/when there
is interest.
Also s/pnm/pbm/, long-lived typo :)
2016-10-15 11:50:39 +02:00
Rémi Verschelde
c31ad71f10
enet: Split enet thirdparty files and allow unbundling
...
Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
2016-10-15 11:50:39 +02:00
Rémi Verschelde
16ba665db6
jpg: Make it a module and split jpgd thirdparty files
...
Similar rationale as in previous commit.
2016-10-15 11:50:39 +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
20773733ca
Merge pull request #6741 from Faless/network_no_spoof
...
Better checks for Multiplayer API, prevent packet source spoofing.
2016-10-09 14:52:35 +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
Rémi Verschelde
fda72354c9
Merge pull request #6702 from Faless/load_error_leading_slash
...
Add error when (pre)loading paths with leading / (#4280 - #3106 )
2016-10-09 14:16:47 +02:00
Rémi Verschelde
c16c621c97
Merge pull request #6657 from Faless/multi_channel_rpc
...
Use 2 different ENet channels for reliable/unreliable packets
2016-10-09 14:05:40 +02:00
Fabio Alessandrelli
b80d72e662
Better checks for Multiplayer API, prevent packet source spoofing.
...
Fixes the following problems.
A malicious client was able to contact another peer faking its identity
(even looking like he was the server).
A malicious client was able to force other client disconnections by sending
bogus system packets to the server.
2016-10-07 16:48:55 +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
Juan Linietsky
22d83bc9f6
Begining of GLES3 renderer:
...
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +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
Fabio Alessandrelli
c1dc71baee
Fix possible buffer overflow in NetworkedMultiplayerENet
...
NetworkedMultiplayerENet::get_packet was reporting the wrong size for the packet buffer exposing a potential buffer overflow in case of malformed/malicious packets
2016-09-30 03:51:46 +02:00
Fabio Alessandrelli
8b9e5453a5
Use 2 different ENet channels for reliable/unreliable packets
...
This avoids stalling other sequenced but unreliable packets
(i.e. UNRELIABLE_ORDERED) when sending RELIABLE packets.
2016-09-30 02:48:25 +02:00
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
1bf684cea2
-Cleaned up find/replace bar for replace (made selection only default if selection exists), also made buttons look like buttons
...
-Fixed a bug related to theme propagation, may be able to solve #6443 , #6302 and others. Please test.
2016-09-11 10:05:46 -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
7a27d5d9e7
Merge pull request #6363 from vnen/winrt
...
Fix the support for WinRT/UWP
2016-09-10 11:47:42 -03:00
Rémi Verschelde
8af99ef1c6
Merge pull request #6436 from djrm/icons
...
Tweaked some icons, including xform one
2016-09-09 07:46:42 +02:00
Daniel J. Ramirez
56f9adac3b
Tweaked some icons, including xform one
2016-09-08 19:22:30 -05:00
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
Juan Linietsky
405f6af79c
-Added diectly editable expressions on node to VSEditor, closes #6392
...
-Added ability for LineEdit to expand to fit text
2016-09-06 20:34:24 -03:00
Juan Linietsky
23ababdcd5
Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399
2016-09-06 19:14:47 -03:00
ISylvox
4aab004674
Should Fix Compiling Export Templates
...
- Works on Windows, Linux x11, Linux Server, Android, HTML5
- Not tested on Mac/iOS (don't have Apple's devices yet)
2016-09-06 04:50:30 +07:00
Răzvan Cosmin Rădulescu
00e743b76a
Clean up GDScript template
2016-09-05 19:58:04 +02:00
Juan Linietsky
24bd472a4a
Removed script_variables/ prefix to VS properties, made them easier to access from GD and Expression nodes
2016-09-04 10:38:41 -03:00
Juan Linietsky
9167cd45bb
Added expression nodes to visual script, please test.
2016-09-04 10:34:40 -03:00
George Marques
5f5db46e8d
Patch thirdy-party libraries to build for WinRT
...
- Patch enet code.
- Patch OpenSSL code and add shims for unavailable API.
- Add extra definition header for Freetype.
2016-09-03 19:46:26 -03:00
Juan Linietsky
77cb836fc4
small fix
2016-09-03 14:59:44 -03:00
Juan Linietsky
5028d7510d
Connection hints when connecting to empty space.
2016-09-03 14:58:23 -03:00
Juan Linietsky
ee37c2f433
Made basic call nodes unsequenced, since they are like gdscript and most return const.
2016-09-03 00:31:39 -03:00
Juan Linietsky
89702d545b
Basic type constants for visual script
2016-09-02 02:13:12 -03:00
Juan Linietsky
65ae4976eb
made visual script switch more flexible
2016-09-01 20:04:17 -03:00
Juan Linietsky
5b96c3a552
-Modified Input and added is_action_just_pressed() as well as is_action_just_released()
2016-09-01 18:59:46 -03:00
Juan Linietsky
fc70824f7c
More improvements to visual script..
...
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Juan Linietsky
5567350e1b
-Reworked constant nodes better
...
-Added simple switch node, removed InputEventFilter
2016-08-31 12:50:46 -03:00
Juan Linietsky
fb4d6d1db0
More visual script improvements
...
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
J08nY
a56e5c74f5
VisualScript: Fixed VariableGet vs VariableSet node names, fixes #6325
2016-08-30 16:42:39 +02:00
Daniel J. Ramirez
0d692e6a8c
Fixed compilation
2016-08-29 12:26:53 -05:00
Rémi Verschelde
b06fd4cfda
Merge pull request #6303 from Marqin/enet_bind_ip_rebased
...
add NetworkedMultiplayerENet::set_bind_ip
2016-08-29 19:05:45 +02:00
Rémi Verschelde
79068e348f
Merge pull request #6223 from RandomShaper/improve-gridmap-edit
...
Improve/fix GridMap editor
2016-08-29 19:05:00 +02:00
Juan Linietsky
12dc7a2e6a
Merge branch 'master' of https://github.com/godotengine/godot
2016-08-29 08:35:10 -03:00
Daniel J. Ramirez
9465ce46c6
Colors for VS sockets and icons
2016-08-28 19:57:16 -05:00
Juan Linietsky
748836e0b3
Several all around fixes to visual scripting (in the process of creating demos)
2016-08-28 20:59:01 -03:00
Rémi Verschelde
b6e206e995
Merge pull request #6108 from djrm/vs_type_icons_2
...
Icons for VScript types
2016-08-27 21:45:06 +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
Hubert Jarosz
8a4e636df6
add NetworkedMultiplayerENet::set_bind_ip
...
which allows ENet to bind on custom IP.
2016-08-27 13:41:34 +02:00
Juan Linietsky
ec49f41e19
Even more work on visual script editor:
...
-Added constructor nodes, specialized and conversion ones.
-Cleaned up how unconnected input default values are shown and edited (much cleaner)
-Dragging scene nodes into graph makes a call dialog appear by deault
-Dragging properties into graph is set by default, not get
-fixed dragging internal functions into graph
2016-08-26 17:38:25 -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
Daniel J. Ramirez
8151da15e1
Icons for VScript types
2016-08-23 22:54:21 -05:00
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
Rémi Verschelde
2cf781d3c6
enet: Fix build on android and iphone platforms
...
Fixes #6156 .
2016-08-22 12:59:06 +02:00
Juan Linietsky
cbbcf72703
-High Level protocol optimization (should be smaller)
...
-Ability to set compression to ENet packets (check API)
-Fixed small bug in StringDB that lead to duplicate empty strings
-Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
2016-08-22 01:19:24 -03:00
Pedro J. Estébanez
7d35973486
Improve/fix GridMap editor
...
Fix cursor/palette update on tile eyedropping
Fix editor not cleaning its state when becoming inactive, which leaves indicators behind among other issues
Fix/improve menu/keyboard shortcuts
Merge 'Gridmap Editor' and 'Grid Map' settings into the latter
2016-08-21 03:41:19 +02:00
Juan Linietsky
2b7aa98d2d
Changed API to use sequenced packets for UDP (drop old)
2016-08-19 22:54:53 -03:00
Juan Linietsky
38338e90c0
ENet windows compilation fixes.
...
For reference, when you include a Windows header (be it directly windows.h or something that includes it)
put it at the end of the includes. it seems I forgot.
2016-08-20 01:05:57 -03:00
Juan Linietsky
2fa693273c
Many fixes to networking, demo should work now
2016-08-19 18:44:09 -03:00
Juan Linietsky
1add52b55e
Brand new networked multiplayer
2016-08-19 16:48:41 -03:00
vkbsb
91ba00b416
VisualScript: Adding TOOLS_ENABLED flag where needed ( #6144 )
...
Fixes #6022 .
2016-08-15 09:54:02 +02:00
Juan Linietsky
3db36684b1
Added high level networked multiplayer to Godot.
...
It's complete, but absolutely and completely untested, undocumented and NSFW.
Have fun :-)
2016-08-14 18:49:50 -03:00
Juan Linietsky
01bdfe1ff6
Missing some bits, and added connection status.
2016-08-14 14:07:23 -03:00
Juan Linietsky
c21aae65b6
-Added an ENet implementation for NetworkedMultiplayerPeer for "a bit higher level" networking.
2016-08-14 14:07:23 -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
72748d1363
-Show proper node name in subcall
...
-Implemented Ctrl-F to focus script type search
2016-08-08 01:41:57 -03:00
Juan Linietsky
9865650b43
Added a simpler way to do sub-functions in both visual and gdscript with the subcall node.
...
With this, visual script is almost done (missing registering custom nodes from addon).
All this is probably pretty broken, too and needs a lot of testing.
2016-08-08 01:21:22 -03:00
Juan Linietsky
cfbdeeffec
Added ability to create custom nodes from script.
2016-08-07 21:22:14 -03:00
Juan Linietsky
0b8f0670c5
Automatically turn on process callbacks if relevant callbacks in node exists
2016-08-07 20:08:15 -03:00
Juan Linietsky
b77200728e
-Added yield nodes to visual script
...
-Added input selection nodes to visual script
-Added script create icon for those who miss it, will only appear when it can be used.
2016-08-07 19:22:33 -03:00
Juan Linietsky
6671c6bdc7
Added yield() signal smart autocompletion.
2016-08-06 22:11:03 -03:00
Juan Linietsky
9714a36e65
Reverted printable null object, seems to cause bugs around and not sure why.
...
Will have to check better, likely for 3.0
2016-08-06 20:13:27 -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
6ed5d48d0c
Concluded base visual scripting! can edit but not run though.
2016-08-04 00:05:35 -03:00
Juan Linietsky
cd25624667
More work on visual scripting..
2016-08-03 22:07:03 -03:00
Juan Linietsky
d8af6330e5
More progress on visual script editing
2016-08-03 11:28:43 -03:00
Rémi Verschelde
e51f4725fe
Fix translatable strings in VisualScript
2016-08-03 07:26:36 +02:00
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
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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
George Marques
dc2ec3140a
Fix cscript module syntax errors for MSVC compiler
2016-06-26 14:19:46 -03:00
Juan Linietsky
f31a6d26f1
missing files
2016-06-26 11:02:15 -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
George Marques
7127f0943d
Merge pull request #5139 from zaps166/init_navigation_pointer
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GridMap: Initialize "navigation" pointer
2016-06-13 12:16:00 -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
4667f9e61e
Changed how min/max icon size in ItemList works and replaced it by a fixed size. Fixes many issues, closes #4907
2016-06-12 16:52:22 -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()
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-Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script
-closes #5146
2016-06-11 18:34:49 -03:00
Błażej Szczygieł
3d931f3353
GridMap: Initialize "navigation" pointer
2016-06-10 12:47:38 +02:00
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
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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
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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
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-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
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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
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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
Rémi Verschelde
8259c46707
GridMap: Fix backwards rotate hotkeys ( #4498 )
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Fixes #1237
2016-05-01 11:38:08 +02:00
Rémi Verschelde
c0ec7e933a
Merge pull request #4302 from Anarchid/gridmap-navmesh
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Navmesh support for GridMaps
2016-04-20 21:12:35 +02:00
Anarchid
b03a892f95
manually fix indent
2016-04-20 21:21:51 +03:00
Anarchid
73ca831848
Implement GridMap support for navigation meshes
2016-04-20 21:19:05 +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
2f12c2dd90
Merge pull request #4169 from slapin/ik
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InverseKinematics node, basic features
2016-04-06 18:32:38 +02:00
Rémi Verschelde
0a5472e697
Remove trailing spaces
2016-04-02 20:26:12 +02:00
Sergey Lapin
eae5169dfd
Now parameters can be changed real time
2016-03-31 12:44:35 +03:00
Sergey Lapin
e4fea5d5f9
Added speed setting
2016-03-31 12:44:25 +03:00
Sergey Lapin
8d7a94389a
InverseKinematics node, basic features
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I don't already know how the fuck it works, but it is.
A bit slow currently, but hope to improve it soon.
The current limitations:
1. No constraints. At all.
2. Used simplest CCD algorithm, I just can't believe
in jacobian construction from code.
3. Slow to get to target.
2016-03-31 12:43:00 +03:00
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"
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This reverts commit adf5056889
, reversing
changes made to ee2bc87c0e
.
2016-03-01 18:09:48 +01:00
Juan Linietsky
210d332def
-wip on addon editor
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-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
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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
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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
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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
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-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
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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
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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
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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
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-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
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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
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(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
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-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
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-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
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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
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-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
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-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
d4993b74fc
Add missing argument names in GDScript bindings
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All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Rémi Verschelde
9e9e4f96a2
Merge pull request #3051 from eska014/add-export-hints
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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
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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
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- 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
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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
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-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
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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
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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
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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
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- 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
474c72697d
Merge pull request #2250 from PeaceSells50/AddedGridMapSettings
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Added GridMap settings which allows the user to enter a pick distance.
2015-10-17 12:11:13 -03:00
Juan Linietsky
e1e04c1dd5
Merge pull request #2497 from vnen/fix-2490
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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"
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This reverts commit 7843ec6633
.
2015-10-16 16:18:46 +02:00
George Marques
1d45c9a04c
Make dict2inst set internal members of instance
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Fix #2490
2015-09-20 16:17:30 -03:00
Juan Linietsky
83d9a692be
Ability to visually debug geometry visually:
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -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
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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
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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
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-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
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`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
Peace Sells
a009fadfff
Added GridMap settings which allows the user to enter a pick distance.
2015-07-09 20:51:49 -06:00
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
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-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.
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-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
Franklin Sobrinho
faf8b410b1
Fix for issue related to GridMap editor
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* closes #2102
2015-06-23 12:07:17 -03:00
Juan Linietsky
68443a649d
Merge pull request #2088 from KillerJaguar/setter-fix
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Fixed variables being set before calling the setter method
2015-06-22 23:55:55 -03:00
Franklin Sobrinho
0159cecd69
Small fixes for Grid/Tile map editor palette
2015-06-22 11:10:13 -03:00
Franklin Sobrinho
d68a33b473
Grid/Tile map editor new item palette
2015-06-22 10:05:03 -03:00
Juan Linietsky
e9bbb97acc
Multiple scene editing *POTENTIALLY UNSTABLE*
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-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
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-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
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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
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-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
59154cccf9
-Changed Godot exit to be clean.
...
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -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
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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
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Pr-GDScript-seed-get-inst
2015-04-07 20:19:07 -03:00
Juan Linietsky
b1bf4fcef2
Merge pull request #1591 from MostafaHassan/pr_FixCrashInVisualShader
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(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
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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
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Fix sprintf errors
2015-03-22 15:03:32 -03:00
Juan Linietsky
da7698073f
Merge pull request #1407 from NateWardawg/documentation
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Updated the internal documention for the GDScript class.
2015-03-22 15:02:00 -03:00
Juan Linietsky
2c2894ceb6
Merge branch 'master' of https://github.com/okamstudio/godot
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Conflicts:
modules/gdscript/gd_tokenizer.cpp
scene/resources/shader_graph.h
2015-03-03 14:41:36 -03:00
Juan Linietsky
4d2198110b
merges from okam repo
2015-03-03 14:39:13 -03:00
Juan Linietsky
a1f715a4da
support for 2D shadow casters
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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
1ff0d5c4e5
-attempt to be friendlier on non english keyboards
2015-01-04 22:39:21 -03:00
Juan Linietsky
dc7ac86b79
-Completely removed EmptyControl (but added fallback), closes #1017
2015-01-03 17:24:16 -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
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-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
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-fixed issues in tilemap editor (swap arrows not showing/hiding properly)
2015-01-03 00:57:02 -03:00
sanikoyes
3108517406
Reduce android build size(-fvisibility=hidden)
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Fix gridmap link error when disable_3d=Yes
2014-12-25 13:05:57 +08:00
Juan Linietsky
78e7777cf5
Merge branch 'master' of https://github.com/okamstudio/godot
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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
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-=-=-=
-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
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-fix missing built-ins in completion
-fix parse error
2014-12-16 23:17:35 -03:00
Juan Linietsky
bcf27feb98
New Code Completion
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-=-=-=-=-=-=-=-=-=-
-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
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-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
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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 )
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-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
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- 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...
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- #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..
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-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)
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-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
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-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
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-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
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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
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-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
reduz
81757d2e97
Merge pull request #168 from mogemimi/fix/empty-body
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Fix if statement with empty body.
2014-03-12 08:58:14 -07:00
sanikoyes
cde48d0c9c
fix gdscript path parse error
2014-03-11 13:30:33 +08:00
mogemimi
9d463a8914
Fix if statement with empty body.
2014-03-05 23:09:41 +09:00
Juan Linietsky
b2ce682f6e
-scripts are converted to bytecode on export
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-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
Juan Linietsky
51c55b237b
wtf
2014-02-19 18:09:52 -03:00
Juan Linietsky
0b806ee0fc
GODOT IS OPEN SOURCE
2014-02-09 22:10:30 -03:00