99 Commits

Author SHA1 Message Date
Pieter-Jan Briers
8422bffe51 More stuff! 2018-05-01 00:39:28 +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
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
Rémi Verschelde
30788bc72e Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
61831d2992 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Leon Krause
0f4d7ec704 Move singleton management from ProjectSettings to Engine 2017-11-14 15:15:13 +01:00
Bojidar Marinov
1b923e8b42 Fix "Invalid outputs" error when calling a void method from visual script
Fixes #11851
2017-11-08 21:34:05 +02:00
Marcelo Fernandez
ce7c87e435 VisualScript crashfix when returns are too few 2017-09-30 11:18:50 -03:00
Juan Linietsky
6d05a789a8 Fixed constness of variant functions, as well as visual script sequence ports. Closes #11258 2017-09-25 17:09:27 -03:00
Hein-Pieter van Braam
938cc63cfa Move Variant::evaluate() switch to computed goto
In an effort to make GDScript a little faster replace the double
switch() with a computed goto on compilers that set __GNUC__. For
compilers that don't support computed goto it will fall back to regular
switch/case statements.

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

This PR replaces #11308 and fixes #11291
2017-09-17 22:49:23 +02:00
Maxim Sheronov
beac3e142d Fix enums bindings
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Rémi Verschelde
0df10e88da Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Wilson E. Alvarez
51d81d1237 Added/Fixed null pointer checks 2017-08-26 16:58:47 -04:00
Hein-Pieter van Braam
cb8d50b35e Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Juan Linietsky
a3a12ffbe5 Merge pull request #10351 from neikeq/enums-are-for-the-weak
ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
Ignacio Etcheverry
a2ae9ae426 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Juan Linietsky
4b02facdf3 Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Ignacio Etcheverry
0772ff21e2 Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Wilson E. Alvarez
b7257f91e3 Updated function argument names 2017-08-12 15:12:49 -04:00
Indah Sylvia
be00714629 Makes all Godot API's methods Lower Case 2017-08-07 18:24:35 +07:00
Poommetee Ketson
ceb9ade0ef Clang-formatting *.cpp and *.h (some files excluded) 2017-07-22 18:14:08 +07:00
Juan Linietsky
35000d1713 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Juan Linietsky
b0c39a1a34 -Many fixes to VisualScript, fixed property names, etc.
-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Juan Linietsky
23ac5bc34d -Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Juan Linietsky
e113ce6546 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Rémi Verschelde
db85b6c88f Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
cf1590bb62 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
4ac67c3c30 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Juan Linietsky
3fcd90eeec -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Hein-Pieter van Braam
9484bdcc3d 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
e9a33b6182 Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
57febed693 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
765d304413 renamed joystick to joypad everywhere around source code! 2017-01-08 17:06:33 -03:00
Juan Linietsky
11707ad221 -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
19d42ccc73 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
Juan Linietsky
d20b69d7a7 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
be6daa776e Connection hints when connecting to empty space. 2016-09-03 14:58:23 -03:00
Juan Linietsky
bce9898f34 Made basic call nodes unsequenced, since they are like gdscript and most return const. 2016-09-03 00:31:39 -03:00
Juan Linietsky
9cf20bc345 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
96448f39a4 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
Juan Linietsky
b8ca97b8a9 Several all around fixes to visual scripting (in the process of creating demos) 2016-08-28 20:59:01 -03:00
Juan Linietsky
2e541e3b49 More visual script work
-Block switches to 2d/3d editor if editing visual script
-Added cast node in flow control
-Added ability to do RPC in visual script
-Comment nodes
-Fix bug with inverted cable in connecting backwards
-Copy and paste nodes, including from different scripts
2016-08-25 17:45:20 -03:00
Juan Linietsky
9ae4821874 Proper function/property selection in visual script editing for property.
This one has an ordered list, built-in description, search, etc.
2016-08-23 19:29:07 -03:00
Juan Linietsky
ab0059b834 Brand new networked multiplayer 2016-08-19 16:48:41 -03:00
Juan Linietsky
be15588b0e -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
bcb7ccf982 VisualScript can now execute visual scripts, but there is no debugger or profiler yet. 2016-08-05 22:48:00 -03:00
Juan Linietsky
dc2d063b02 More work on visual scripting.. 2016-08-03 22:07:03 -03:00
Juan Linietsky
1b92c090ae More progress on visual script editing 2016-08-03 11:28:43 -03:00
Juan Linietsky
423e375c60 WIP visual scripting, not working yet but you can check out stuff 2016-08-02 19:11:05 -03:00