Age | Commit message (Collapse) | Author |
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So places that need to look into it can use the list instead of parsing
ProjectSettings details (like checking "*" in path for testing if it's
singleton).
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Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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".pck" file"
This reverts commit 3c261e0dfa19d9c661ad6ca908a3b8ccee050016.
This was not so useful as is due to the way dependency paths are stored
in scenes and resources.
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For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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ProjectSettings.load_resource_pack
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Happy new year to the wonderful Godot community!
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When opening projects for edition through the project manager, the
following checks are now done:
1. If the config_version is lower than the one used by the current
engine version, users are asked if they want to convert to the new
format or abort editing. Fixes #20626.
2. If the config_version is higher than the expected one (project
from a more recent and incompatible engine version), projects are
grayed out and can't be edited. Fixes #18758.
When editing from the command line, the behaviour is unchanged:
projects in situation (1) are automatically converted, while projects
in situation (2) show an error message (made more explicit).
The "Run" option from the project manager was not changed, so it will
still run (1) projects without converting them, and fail running (2)
projects.
Co-authored-by: groud <gilles.roudiere@gmail.com>
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It used to be used for Android and iOS to specify platform-specific
project settings overrides, but we now have feature tags for that.
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settings
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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And use it to better report errors in the console and project manager
when a project.godot file is corrupted.
Fixes #14963.
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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to has_setting. Fixes #11844
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Fixes #10244.
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Namely:
- comment block lost on first save;
- config_version doubled as 3 and null on second save;
- format change on first save.
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-Added system for feature overrides, it's pretty cool :)
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