blujai831
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8bf42b0e41
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Added an explanation and apology regarding the repository having moved. Bumped version to 0.5.1. While it was important to apologize as a matter of principle, the main reason I've done it is actually to justify bumping the version number without actually making any source changes, which is in turn to justify changing the project details in the Godot Asset Library to correctly re-point it to this repo's new home.
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2023-12-27 21:23:55 -08:00 |
blujai831
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78fd86fbbc
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Removed _session from session backend to prevent a reference cycle, and because it didn't expose any especially essential functionality anyway. Deleted nonfunctioning method GDScriptInteractiveSession.forget because I don't know how I would get it to work and it would always have been kind of pointless even if it did work, especially now that there's no way to call it from within the session backend anyway. Had plugin.gd explicitly load gdscript_interactive_session.gd instead of directly referencing GDScriptInteractiveSession, to fix a rare and obscure bug that has only ever happened once, and, according to user TheDex on the Godot Discord server, was because of the way plugins are loaded.
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2023-10-15 08:44:22 -07:00 |
blujai831
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42d36ee94b
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Bump version number
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2023-10-14 13:51:28 -07:00 |
blujai831
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a1842a12be
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Improved documentation. Also forgot to mention last commit that I changed how _decls works so that symbols with the same name will replace each other even if they are different kinds of symbols. This is how it always should have been, since, for example, having an instance variable and a method with the same name is an error.
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2023-10-14 13:50:58 -07:00 |
blujai831
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55f0556bbb
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Update version number
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2023-10-14 13:28:24 -07:00 |
blujai831
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051f4b797c
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Fixed broken assignment statement detection. Previously used a regex to detect assignment statements; regex could only correctly detect an assignment statement if the lhs reference was an identifier, preventing things like foo.bar = 'baz' from working. Revised algorithm uses a bracket stack parse, of a similar sort as used to split the code into statements.
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2023-10-14 13:27:16 -07:00 |
blujai831
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0ddc9e12c1
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Overhauled evaluation model. Separated it out into independent class GDScriptInteractiveSession. New evaluation model is much cleaner and allows for declaring inner classes.
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2023-10-13 22:26:08 -07:00 |
blujai831
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ac48a40849
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Update version number (may have forgotten to do this for v0.3.0, oops)
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2023-10-13 08:39:10 -07:00 |
blujai831
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df7081b53c
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Fixed bug in multiple statement detection logic
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2023-10-13 08:37:14 -07:00 |
blujai831
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5745d8e784
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Added multiline input capability and input history. Fixed function arguments not shadowing fake variables.
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2023-10-12 11:36:13 -07:00 |
blujai831
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6951be2683
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Updated version number.
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2023-10-12 09:50:12 -07:00 |
blujai831
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7064808235
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Allow for omitting return keyword even when parsing as Expression fails, so long as the line of input does not look like a single non-expression statement legal in isolation in a function body.
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2023-10-12 09:48:41 -07:00 |
blujai831
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c3b0f0033f
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Updated version number.
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2023-10-12 04:05:55 -07:00 |
blujai831
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56986d8760
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Evaluation overhaul. Plugin now actually evaluates GDScript, not (exclusively) Expressions.
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2023-10-12 04:04:40 -07:00 |
blujai831
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57f90f9f0c
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Created Godot project, implemented GDScript input field, added icon.svg, readme, license
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2023-10-10 14:29:15 -07:00 |
blujai831
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cef29ef7f7
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Removed root commit marker
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2023-10-10 09:11:35 -07:00 |
blujai831
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7df30c3bb4
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Initial commit
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2023-10-10 09:11:06 -07:00 |