pandemonium_engine/modules/gdscript
2023-12-10 16:02:08 +01:00
..
doc_classes Re-extracted class docs. 2023-10-12 01:59:32 +02:00
editor Ported: Allow unicode identifier in GDScript syntax highlighter 2023-02-21 13:32:12 +01:00
icons
language_server Initialize variable. 2023-10-02 19:38:51 +02:00
config.py
gdscript_compiler.cpp Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
gdscript_compiler.h Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
gdscript_editor.cpp Added quote_style argument to get_argument_options(). 2023-12-10 16:02:08 +01:00
gdscript_function.cpp Backported godot4 PR: Support threads in the script debugger 2023-06-14 14:43:55 +02:00
gdscript_function.h Backported godot4 PR: Support threads in the script debugger 2023-06-14 14:43:55 +02:00
gdscript_functions.cpp Renamed Map to RBMap. 2023-01-15 19:12:50 +01:00
gdscript_functions.h Moved Variant related classes under a variant folder in core. 2022-08-17 13:17:12 +02:00
gdscript_parser.cpp Ported godot pr: [3.x] Allow exporting custom resources from/to any scripting language (GDScript, VisualScript, C#, NativeScript, PluginScript) 2023-09-06 01:45:29 +02:00
gdscript_parser.h Renamed Set to RBSet. 2023-01-15 19:42:08 +01:00
gdscript_tokenizer.cpp Implemented a literal syntax for NodePaths in GDScript I decided on using godot4's (^). The doc already said it's '@' but that was wrong. 2023-09-06 20:45:01 +02:00
gdscript_tokenizer.h Ported: Use hash table for GDScript parsing 2023-03-18 09:44:01 +01:00
gdscript.cpp Ported: Fix custom res caching sub-res even if no-cache 2023-08-30 12:55:37 +02:00
gdscript.h Use NULLs. 2023-08-30 13:24:46 +02:00
register_types.cpp GDScript LSP compile fix pt1. 2023-10-02 19:06:13 +02:00
register_types.h Added module initialization levels (similar idea to what's in godot4, although I added more). 2023-01-15 11:46:13 +01:00
SCsub GDScript LSP compile fix pt1. 2023-10-02 19:06:13 +02:00