godot/modules/visual_script
Rémi Verschelde da09c6131b modules: Clone env in each module
This allows to pass include paths and flags only to a given thirdparty
library, thus preventing conflicts between their files (e.g. between
opus and openssl which both provide modes.h.

This also has the nice effect of making the compilation command smaller
for each module as it no longer related to all other modules, only the
final linking brings them together.

This however requires adding manually the ogg include path in opus
and vorbis when building against the builtin ogg, since it is no longer
in the global env.

Also simplified template 'thirdparty_<module>_sources' to
'thirdparty_sources'.

"Core" modules like cscript, gdscript, gridmap, ik and virtual_script
still use the main env_modules, but it could be changed if need be.
2016-10-15 11:50:41 +02:00
..
config.py WIP visual scripting, not working yet but you can check out stuff 2016-08-02 19:11:05 -03:00
register_types.cpp Added expression nodes to visual script, please test. 2016-09-04 10:34:40 -03:00
register_types.h WIP visual scripting, not working yet but you can check out stuff 2016-08-02 19:11:05 -03:00
SCsub modules: Clone env in each module 2016-10-15 11:50:41 +02:00
visual_script.cpp 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
visual_script.h Should Fix Compiling Export Templates 2016-09-06 04:50:30 +07:00
visual_script_builtin_funcs.cpp Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399 2016-09-06 19:14:47 -03:00
visual_script_builtin_funcs.h Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399 2016-09-06 19:14:47 -03:00
visual_script_editor.cpp -Cleaned up find/replace bar for replace (made selection only default if selection exists), also made buttons look like buttons 2016-09-11 10:05:46 -03:00
visual_script_editor.h -Added diectly editable expressions on node to VSEditor, closes #6392 2016-09-06 20:34:24 -03:00
visual_script_expression.cpp -Added diectly editable expressions on node to VSEditor, closes #6392 2016-09-06 20:34:24 -03:00
visual_script_expression.h Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399 2016-09-06 19:14:47 -03:00
visual_script_flow_control.cpp made visual script switch more flexible 2016-09-01 20:04:17 -03:00
visual_script_flow_control.h made visual script switch more flexible 2016-09-01 20:04:17 -03:00
visual_script_func_nodes.cpp 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
visual_script_func_nodes.h Connection hints when connecting to empty space. 2016-09-03 14:58:23 -03:00
visual_script_nodes.cpp Added expression nodes to visual script, please test. 2016-09-04 10:34:40 -03:00
visual_script_nodes.h Connection hints when connecting to empty space. 2016-09-03 14:58:23 -03:00
visual_script_yield_nodes.cpp More visual script work 2016-08-25 17:45:20 -03:00
visual_script_yield_nodes.h More visual script work 2016-08-25 17:45:20 -03:00