Age | Commit message (Collapse) | Author |
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Sort autocomplete/code completion options in a better way
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of returning const char*
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* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core
This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
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We might want to re-add something like this if/when we find a good use case
for it and do the effort to categorize all objects in the API properly.
Until then, it's better to remove that boilerplate since it's not needed.
Closes #18711.
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* API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change.
* Metadata now exposed as individual properties.
* Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace.
* Added the ability to Add/Remove metadata properties to the inspector.
This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
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Done by ordering options by their location in the code - e.g. local, parent class, global, etc.
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* Based on the work done for Variant in the past.
* Added `ClassDB::bind_static_method`
* Cleaned up ClassDB::bind_method to use variadic templates.
This adds support for having static methods in Object derived classes.
Note that this does not make it work yet in GDScript or Mono and, while it works for GDExtension, GodotCPP needs to be updated.
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* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
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* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
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* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
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Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
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when inheritance between custom nodes is used
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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Refactor auto-instantiation of `Object` properties in editor
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String: Add contains().
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return type.
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Use separate language, script and country lists.
Add locale selection dialog and property hint.
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Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.
`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
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Happy new year to the wonderful Godot community!
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Co-Authored-By: jmb462 <jmb462@gmail.com>
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Auto-instantiation is used by the create dialog, but should also be
used by the editor inspector.
This refactors object properties auto-instantiation into a dedicated
method to be reused throughout editor (and possibly scripting).
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Co-authored-by: Gustav Andersson <gvekan@users.noreply.github.com>
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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triggered from the extension side
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Use the correct method to get SignalData to fix exceptions in signal disconnection
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CaptainProton42/fix-extension-class-inspector-properties
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This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
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Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
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