Age | Commit message (Collapse) | Author |
|
Do not auto add default script and country codes to the locale.
|
|
|
|
|
|
change warnings=all to use /W4.
|
|
|
|
|
|
|
|
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
|
|
|
|
|
|
|
|
required for GDExtension TextServer implementation.
|
|
|
|
Remove unnecessary locale length checks.
Add "C" -> "en" locale remap.
|
|
|
|
Use separate language, script and country lists.
Add locale selection dialog and property hint.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
|
|
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
|
|
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`.
|
|
|
|
`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.
Also cleans up a couple extra unused invalid includes in `core`.
|
|
|
|
|
|
|
|
Add pseudolocalization to Godot. (GSoC'21)
|
|
|
|
|
|
|
|
|
|
The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
|
|
YeldhamDev/translation_resource_notification_removal
Remove translation change notification when setting the locale of a Translation resource
|
|
Fix some inconsistent ISO-639 language codes
|
|
And also adds tmz (Central Atlas Tamazight) as a language
|
|
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
|
|
use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
|
|
Translation resource only happen when loaded in the server
|
|
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|