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8f259ff5ca04635d3c229c1947741fe828a96f98
godot/modules/gdscript
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Andreas Haas c871cf6801 Add "bool" to GDScript reserverd keywords
Noticed that "bool" wasn't highlighted when used like `export(bool) var is_xy = false`
2016-06-24 17:47:19 +02:00
..
config.py
…
gd_compiler.cpp
-All variables from script are visible through get_property_list(), not just those with export()
2016-06-11 18:34:49 -03:00
gd_compiler.h
Ability to reload scripts on running game
2016-06-01 20:31:42 -03:00
gd_editor.cpp
Removed lots of prints
2016-06-18 18:01:06 -05:00
gd_function.cpp
Property reporty base type when a function fails, fixes #4581 probably also closes other issues
2016-06-20 01:15:02 -03:00
gd_function.h
Some cleanup to GDScript
2016-05-31 22:33:43 -03:00
gd_functions.cpp
Add @GDScript.type_exists
2016-06-18 15:07:51 +08:00
gd_functions.h
Add @GDScript.type_exists
2016-06-18 15:07:51 +08:00
gd_parser.cpp
Properly report a valid error instead of reporting as a bug, closes #3841
2016-06-24 10:30:36 -03:00
gd_parser.h
…
gd_script.cpp
Add "bool" to GDScript reserverd keywords
2016-06-24 17:47:19 +02:00
gd_script.h
-Ability to reload (and soft reload) tool scripts. Please test!
2016-06-08 20:00:52 -03:00
gd_tokenizer.cpp
correctly parse floats in scientific notation
2016-06-18 13:20:45 +02:00
gd_tokenizer.h
…
register_types.cpp
Add missing license headers in our source files (#5255)
2016-06-18 14:46:12 +02:00
register_types.h
…
SCsub
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