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We've made several updates to improve our codebase and application performance. - Clang format was applied for better readability and consistency, aiding other developers in understanding and contributing to the code. - We resolved issues that were causing visual script compilation failure. The visual script now compiles successfully, ensuring application functionality. - Broken sections within the codebase were fixed, improving overall stability. - Built-in functions from the visual script were removed to simplify the code and enhance readability. - Generic search performance was improved to provide faster results, enhancing user experience. - Missing flow nodes were added to the Visual Script, ensuring all necessary components are present for correct functioning. In an effort to streamline the codebase: - `VisualScriptComment` class and related code were removed, reducing complexity and improving maintainability. - Error messages were optimized for quicker feedback when errors occur. - Licenses were updated to reflect recent changes, ensuring legal compliance and project transparency. - The `get_global_name()` override in `visual_script.h` was fixed, and `TYPE_BUILTIN_FUNC` in `visual_script_expression.h` was removed, improving code functionality. - Search logic was refactored to avoid double searching, enhancing performance. - Documentation was updated to reflect recent changes, providing accurate information to users and developers. - Property selection logic in `VisualScriptPropertySelector` was refactored for easier understanding and modification. - Code was refactored to avoid variable shadowing, improving readability and reducing potential errors. - `.clang-format` and `.clang-tidy` configuration files were added to ensure consistent code styling. To make the code more robust and easier to understand: - Variable names were corrected for clarity, and error handling in `visual_script_expression.cpp` was improved. - Function and variable names were refactored for better readability and maintainability. - Member editing logic in `VisualScriptEditor` was simplified. - Name variables were updated to be unique, avoiding potential conflicts and errors. - The `VisualScriptSubCall` class was refactored for simplicity and ease of understanding. For macOS workflow: - It was updated to use the latest version and correct path for installing Vulkan SDK, enabling the application to leverage the latest features and improvements from the Vulkan SDK. - Mac Vulkan SDK was installed to support Vulkan-based functionalities. Lastly, we made necessary changes to pass CI/CD tests, ensuring the code quality and stability of the application.
85 lines
4.6 KiB
XML
85 lines
4.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualScriptPropertySet" inherits="VisualScriptNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A Visual Script node that sets a property of an [Object].
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</brief_description>
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<description>
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[VisualScriptPropertySet] can set the value of any property from the current object or other objects.
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="assign_op" type="int" setter="set_assign_op" getter="get_assign_op" enum="VisualScriptPropertySet.AssignOp" default="0">
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The additional operation to perform when assigning. See [enum AssignOp] for options.
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</member>
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<member name="base_script" type="String" setter="set_base_script" getter="get_base_script">
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The script to be used when [member set_mode] is set to [constant CALL_MODE_INSTANCE].
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</member>
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<member name="base_type" type="StringName" setter="set_base_type" getter="get_base_type" default="&"Object"">
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The base type to be used when [member set_mode] is set to [constant CALL_MODE_INSTANCE].
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</member>
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<member name="basic_type" type="int" setter="set_basic_type" getter="get_basic_type" enum="Variant.Type">
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The type to be used when [member set_mode] is set to [constant CALL_MODE_BASIC_TYPE].
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</member>
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<member name="index" type="StringName" setter="set_index" getter="get_index">
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The indexed name of the property to set. See [method Object.set_indexed] for details.
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</member>
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<member name="node_path" type="NodePath" setter="set_base_path" getter="get_base_path">
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The node path to use when [member set_mode] is set to [constant CALL_MODE_NODE_PATH].
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</member>
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<member name="property" type="StringName" setter="set_property" getter="get_property" default="&""">
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The name of the property to set. Changing this will clear [member index].
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</member>
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<member name="set_mode" type="int" setter="set_call_mode" getter="get_call_mode" enum="VisualScriptPropertySet.CallMode" default="0">
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[code]set_mode[/code] determines the target object on which the property will be set. See [enum CallMode] for options.
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</member>
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</members>
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<constants>
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<constant name="CALL_MODE_SELF" value="0" enum="CallMode">
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The property will be set on this [Object].
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</constant>
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<constant name="CALL_MODE_NODE_PATH" value="1" enum="CallMode">
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The property will be set on the given [Node] in the scene tree.
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</constant>
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<constant name="CALL_MODE_INSTANCE" value="2" enum="CallMode">
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The property will be set on an instanced node with the given type and script.
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</constant>
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<constant name="CALL_MODE_BASIC_TYPE" value="3" enum="CallMode">
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The property will be set on a GDScript basic type (e.g. [Vector2]).
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</constant>
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<constant name="ASSIGN_OP_NONE" value="0" enum="AssignOp">
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The property will be assigned regularly.
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</constant>
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<constant name="ASSIGN_OP_ADD" value="1" enum="AssignOp">
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The value will be added to the property. Equivalent of doing [code]+=[/code].
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</constant>
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<constant name="ASSIGN_OP_SUB" value="2" enum="AssignOp">
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The value will be subtracted from the property. Equivalent of doing [code]-=[/code].
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</constant>
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<constant name="ASSIGN_OP_MUL" value="3" enum="AssignOp">
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The property will be multiplied by the value. Equivalent of doing [code]*=[/code].
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</constant>
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<constant name="ASSIGN_OP_DIV" value="4" enum="AssignOp">
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The property will be divided by the value. Equivalent of doing [code]/=[/code].
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</constant>
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<constant name="ASSIGN_OP_MOD" value="5" enum="AssignOp">
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A modulo operation will be performed on the property and the value. Equivalent of doing [code]%=[/code].
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</constant>
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<constant name="ASSIGN_OP_SHIFT_LEFT" value="6" enum="AssignOp">
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The property will be binarly shifted to the left by the given value. Equivalent of doing [code]<<[/code].
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</constant>
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<constant name="ASSIGN_OP_SHIFT_RIGHT" value="7" enum="AssignOp">
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The property will be binarly shifted to the right by the given value. Equivalent of doing [code]>>[/code].
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</constant>
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<constant name="ASSIGN_OP_BIT_AND" value="8" enum="AssignOp">
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A binary [code]AND[/code] operation will be performed on the property. Equivalent of doing [code]&=[/code].
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</constant>
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<constant name="ASSIGN_OP_BIT_OR" value="9" enum="AssignOp">
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A binary [code]OR[/code] operation will be performed on the property. Equivalent of doing [code]|=[/code].
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</constant>
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<constant name="ASSIGN_OP_BIT_XOR" value="10" enum="AssignOp">
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A binary [code]XOR[/code] operation will be performed on the property. Equivalent of doing [code]^=[/code].
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</constant>
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</constants>
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</class>
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