110 Commits

Author SHA1 Message Date
Rémi Verschelde
a25e0c4be8 i18n: Misc fixes translation strings
Adds some translator comments to solve some questions raised on Weblate.
2022-06-08 12:56:42 +02:00
Umang Kalra
5997700fa5 Fixes variable node not showing updated name in visualscript editor 2022-04-11 17:38:05 +05:30
Rémi Verschelde
7669335a71 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde
f87cf36f5d clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 14:50:32 +02:00
Ev1lbl0w
36cbaa9748 Fix VisualScript crash with null object 2021-10-13 12:19:29 +01:00
Rémi Verschelde
402d27c3ed Merge pull request #51166 from RandomShaper/fix_can_reset_3.x 2021-08-09 09:19:25 +02:00
Haoyu Qiu
f8471f68b0 Validates VisualScript.add_node input node
(cherry picked from commit 61295c2a31)
2021-08-03 09:33:25 +02:00
Pedro J. Estébanez
36c2185455 Add Script::inherits_script()
Partial cherry-pick of 3dcee28bb2.

Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2021-08-02 15:18:30 +02:00
Hugo Locurcio
ba26c63dd0 Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
Rémi Verschelde
72cacd5961 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde
8cc8a132ac Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
4d501e587c Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
ad3b5f6971 Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde
d38877a616 Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Pedro J. Estébanez
a1023f2e00 Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Rémi Verschelde
ab9abab463 Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7a471f94bcbd64d5bae2ad853d0b7f1)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
be5dd6ce1f Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rafał Mikrut
74c0424e26 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
Swarnim Arun
3d8b00c657 Visualscript editor graph unification & refactoring
Removes the need to have separate graphs per function for the VisualScript Nodes, and refactoring UI and other improvements such as fuzzy search, right click search boxes and in-graph editable nodes
2019-09-26 01:53:58 +05:30
Rémi Verschelde
874eb2293c Merge pull request #30852 from swarnimarun/vs_tools_script
Tool Mode for Visualscript
2019-09-22 21:21:59 +02:00
Swarnim Arun
497cde27ab Tool Mode for Visualscript
Add the ability to VisualScript to function in Tool mode aka the Editor itself similar to GDScript or Mono
2019-09-21 18:42:27 +05:30
iwek7
32988c23bf Adds skip-breakpoints feature 2019-09-03 20:49:09 +02:00
Robin Hübner
46788ad277 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/' 2019-08-12 10:15:54 +02:00
qarmin
2738b0b1e2 Changed some code showed in LGTM and Coverage 2019-07-20 08:09:57 +02:00
qarmin
1f240c7ec4 Fixes minor issues found by static analyzer 2019-07-07 23:08:51 +02:00
qarmin
5dfe088a2d Fix always true/false values 2019-06-20 16:59:48 +02:00
Rémi Verschelde
24f9307a47 Merge pull request #28606 from bojidar-bg/25889-indexed-set-defaults
Fix default values not being read correctly in VS, take two
2019-05-28 10:54:49 +02:00
Leonard Meagher
2f58ed1b1b Allow overriding how scripted objects are converted to strings
solves #26796

- ADD `String to_string()` method to Object which can be overriden by `String _to_string()` in scripts
- ADD `String to_string(r_valid)` method to ScriptInstance to allow langauges to control how scripted objects are converted to strings
- IMPLEMENT to_string for GDScriptInstance, VisualScriptInstance, and NativeScriptInstance
- ADD Documentation about `Object.to_string` and `Object._to_string`
- Changed `Variant::operator String` to use `obj->to_string()`
2019-05-03 15:06:05 -07:00
Bojidar Marinov
952f48f035 Fix default values not being read correctly in VS, take two
Fixes #25889.
2019-05-02 20:57:00 +03:00
Bojidar Marinov
b99861110b Fix default values not being read correctly in VisualScript
Fixes #25889
2019-03-04 20:41:50 +02:00
marxin
bb4bf909f5 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
Rémi Verschelde
c3208308e0 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Juan Linietsky
f3ce78d63f Allow signal connecting even if script is invalid (only when compiled with tools), fixes #17070 2018-11-27 19:55:37 -03:00
Rémi Verschelde
f96dd6d377 Merge pull request #22779 from Superwaitsum/LimitSettings
Limit several project settings
2018-10-25 11:38:06 +02:00
Superwaitsum
5bd3edced6 Add some limits on the Editor Settings 2018-10-24 19:46:33 -05:00
the 8th mage
0b7dc59710 Fixed the problem with vector3 constructor
Whenever there's a port change that may change the inputs, the default inputs will be recalculated.

Moving the update port loop into its own function.

Signed-off-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2018-10-11 12:21:05 -07:00
Rémi Verschelde
d69f42bdca Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
George Marques
fe7ae24acc Added system for GDScript warnings
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
2018-08-10 16:00:47 -03:00
Hein-Pieter van Braam
32c3ca2f9b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

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

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

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

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
K. S. Ernest (iFire) Lee
47124b1a29 Improve VisualScript UX
* Prototype faster function call ux.
* Work on general search ux.
* Able to create nodes from search.
* Show class for variables but not methods.
* Get actions search working.
* Descriptions now show for both methods and properties.
* Enable zooming on mouse wheel up and down.
* Make the drag trigger on right mouse button.
* Search now shows for action visual script nodes.
* Able to search visual node names.
* Search works better.
* Change zooming scale to hide artifacts better.
* Remove zoom changes
* Select from base should check properties too like the other functions.
* Seq_connect flag is needed to set sequence lines correctly.
* Remove comment
* Code cleanup with function names and arguments.
* Use brief description for search descriptions.
* Clean and fix bug with input nodes connecting with sequence lines.
* Add a warning and fix some edge conditions with sequence into data lines and vice versa.
* Don't search functions when pulling from a sequence node.
* Don't show actions when pulling from a data line.
* Set set and get properties.
* Convert visual script operators to the correct type
* Create a function preset finds only functions.
* Singletons can now find functions.
* Add shift-a for generic search.
* Add brief descriptions for Visual Script nodes.
* Search boxes can now filter names.
* Add bigger hit zones to node connect.
* For the drop zones, make all the rect2 areas the same size.
* Function names in visual script node should be lower case so that search works better.
* Use the convention of capitalize() for set, set, visual script nodes and methods.
* Make search more general. Ignore "_" and make case-insensitive. Also made the search window smaller and remove extra info from search
* Make type_cast use the connecting node's type and remove use of found variable.
* Fix case where you call an instance's call function where it becomes an invalid call.
* Make get_visual_node_names use a set of filters, move action creations and fix bug with sequence node connections.
* Make the window bigger.
* Make connect_data and connect_seq more robust.
* Add icons to search items.
* Add vs constructors in shift-a menu.
* Operators, builtins and constructors show type name. Fix several problems with port connections.
* In shift-a mode search everything.
* Code cleanup
* Work on autocompleting the type.
  * Use type guess in action creation.
  * Check if type hint string exists in object variables when generating the visual script search.
  * Add the hint to SceneTree.
  * Add original type detection.
  * Make type casting great again. This puts the type casted base type as the data output type string hint.
  * Pass the type in a VisualScriptFunctionCall too.
  * Set the base type correctly in VisualScriptFunctionGet and VisualScriptFunctionSet using hint string.
  * Make sure the instance is passed in VisualScriptPropertySet.
  * Restore search on the node's type.
* Remove dependencies from graph_edit.
* Remove dependencies from property_selector and name the class visual_script_property_selector.
* Extract hot zones into a function.
* Move hot_zones constants into default theme.
* Bigger capture zones.
* Clean messy port_grab_distance variables.
* Remove RMB functionality.
* Remove memory leak on showing visual script descriptions.
* Read the port_grab_distance constants on enter tree and theme changed.
2018-07-24 13:59:28 -07:00
George Marques
e33ab40567 Add editor highlight for type-safe lines
The line number is hightlighted to indicate that the line contains only
type-safe code.
2018-07-20 21:55:18 -03:00
Fabio Alessandrelli
c5201bf556 Refactor RPCMode enum and checks 2018-05-29 20:26:41 +02:00
Max Hilbrunner
6ab5b2700b Revert "RPCMode refactor, more sync modes" 2018-05-29 11:47:52 +02:00
Max Hilbrunner
08c1e2541f Merge pull request #19021 from Faless/rpc_sync_fix
RPCMode refactor, more sync modes
2018-05-29 09:44:03 +02:00
Max Hilbrunner
ae2ee9cf76 Merge pull request #18516 from PJB3005/18-04-30-visual-script-title-bars
Move things into the title bars of Visual Script nodes.
2018-05-26 18:06:58 +02:00
Fabio Alessandrelli
677ad7597e Refactor RPCMode enum and checks 2018-05-26 10:43:43 +02:00
Pieter-Jan Briers
9f439ddb9d Move things into the title bars of Visual Script nodes.
This is an attempt to make VS slightly nicer to use.

WiP.
2018-04-30 01:28:31 +02:00
Rémi Verschelde
6cdf72ac77 Fix Coverity reports of uninitialized scalar variable
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html

These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
2018-04-19 15:20:45 +02:00
luz.paz
02b68d1187 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Bojidar Marinov
39a46b9ece Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00