Age | Commit message (Collapse) | Author |
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Support script global resource name in EditorFileSystem
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* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
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Optimizes, simplifies and fixes EditorResourcePicker (was not refreshing custom clases).
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* Optimize only update modified/added/removed files.
* Clean up documentation parsing.
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* Fix potential crash when using bind in `Variant::get_callable_error_text()`
* Properly compute bound arguments so they can be properly shown.
* Add a function to obtain the actual bound arguments.
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* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes #30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Properly report Callable bound arguments
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Use BitField<> in core type masks
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Fixes #63213
Adds a function: Callable::get_amount_of_arguments_bound() to query this in callables. Exposed to the engine API.
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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Add PropertyInfo overload for GLOBAL_DEF
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Register enum type names in release build
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Rename all gdnative occurences to gdextension
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Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
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Adds a CONNECT_INHERITED flag to connections, only available in editor builds. This flag denotes that the signal has been inherited from a previous Scene in the instancing hierarchy.
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Add missing public `property_*_revert` getters
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Remove `UPDATE_TRIGGER` mode from `ValueTrack::UpdateMode` & Match behaviors between `AnimationTree` and `AnimationPlayer`
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#69357
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Fix physics/3d/run_on_separate_thread race condition in WorkerThreadPool (crash).
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These were used in 3.x but there's no reference of them in the codebase, at all.
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Fix nested actions in EditorUndoRedoManager
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GDNativeExtensionScriptInstanceInfo::get_property_type_func in GDExtension
This function pointer is needed to stay close to internal Godot's ScriptInstance class.
Besides, by removing this function pointer, we had to do property list create/free each time
we want to access type which is quadratic complexity :/
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Fix unordered values of PROPERTY_HINT_INT_IS_POINTER & ARRAY_TYPE
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Unify usage of GLOBAL/EDITOR_GET
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2D or 3D is selected to run on a separate thread.
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Add autocompletion to several Object methods
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Rename `set`/`get_indexed`'s "property" to "property_path"
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Also touches up the Documentation slightly.
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The Godot API (gdnative_interface.h) allows methods to be registered on
extension classes with
`classdb_register_extension_class_method`
a `GDNativeExtensionClassMethodInfo` can be provided to this function
along with a `get_argument_info_func` which according to the comment
indicates that argument names should be definable here.
Unfortunately, setting the name field in the `GDNativePropertyInfo`
struct has no effect on the editor documentation, which continues to
display "_unnamed_arg" for each argument.
I discovered that `get_argument_info` is responsible for this as it
always overrides the `info.name`. I've added an if condition that will
only override the name when it is empty. I've tested this with my
GDExtension module and I can confirm that with this commit, the argument
name shows up in the builtin docs. eg. in Lookup Symbol.
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