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https://github.com/godotengine/godot-visual-script.git
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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.
48 lines
1.6 KiB
XML
48 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualScriptNode" inherits="Resource" 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 node which is part of a [VisualScript].
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</brief_description>
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<description>
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A node which is part of a [VisualScript]. Not to be confused with [Node], which is a part of a [SceneTree].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_default_input_value" qualifiers="const">
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<return type="Variant" />
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<param index="0" name="port_idx" type="int" />
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<description>
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Returns the default value of a given port. The default value is used when nothing is connected to the port.
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</description>
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</method>
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<method name="get_visual_script" qualifiers="const">
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<return type="VisualScript" />
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<description>
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Returns the [VisualScript] instance the node is bound to.
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</description>
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</method>
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<method name="ports_changed_notify">
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<return type="void" />
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<description>
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Notify that the node's ports have changed. Usually used in conjunction with [VisualScriptCustomNode] .
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</description>
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</method>
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<method name="set_default_input_value">
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<return type="void" />
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<param index="0" name="port_idx" type="int" />
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<param index="1" name="value" type="Variant" />
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<description>
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Change the default value of a given port.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="ports_changed">
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<description>
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Emitted when the available input/output ports are changed.
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</description>
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</signal>
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</signals>
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</class>
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