Age | Commit message (Collapse) | Author |
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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Added tutorial display in doc.
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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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Double-click word selection for RichTextLabel (i.e. docs)
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Avoid string allocations in AlphCompare
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Some performance tweaking of string handling
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Remove negative limit, leave only positive and make it reflect behaviour like in Python
Also limit renamed to maxsplit to match Python one.
Also docs updated.
Fix indent
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wrong function,
leading to unnecesary copy on writes and reduced performance.
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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This functions similarly to Python's textwrap.dedent()
It's also been applied to doc_data.cpp to remove extra whitespace while
parsing the XML.
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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Fixes #10244.
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EditorFileSystemDirectory
Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural
Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String.
Fixes #8712.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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Fix zero padding formatting
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modified files)
-.pck and .zip exporting redone, seems to be working..
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Greater VCS friendliness
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Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)
Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.
This PR is back-compat; won't break the load of existing files.
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
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String: plus_file(String) no longer adds a root
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advanced string format
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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String.get_basename()
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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