Age | Commit message (Collapse) | Author |
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Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.
The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.
Templates have at most two origins now:
1. Project-specific, defined in `ProjectSettings`, for instance:
- res://script_templates/
2. Editor script templates, for instance:
- %APPDATA%/Godot/script_templates/
As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
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This reverts commit e2c3bbabb0a12f58585bb441d91ee8882225b0ee.
This was superseded by #29871 which adds more crypto features with a
dedicated interface.
Since this commit was never in a stable release (merged during 3.2 dev),
we revert it to avoid having to deprecate it in favor of the Crypto API.
See https://github.com/godotengine/godot/pull/31187#issuecomment-523377965
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Support vibration for Android and iOS
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More Crypto, SSL server, crt/key as Resource, HashingContext
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connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
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A* performance improvements, use OAHashMap.
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Setting project metadata doesn't fail when project_metadata.cfg doesn't exist
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EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist
EditorPlugin::get_config: removed (not used)
Fixes #31444
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Replace is_zero_approx(A.distance_to(B)) with A==B
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Related to #22988 (Fixes the holes in the shape of
the first comment)
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Crypto classes will be placed in core/crypto.
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Fix hash size in SHA256 signature
Fix source parameter in hash context update function to be const.
Add SHA1 hash context.
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Improve the scene tree signals/groups tooltip
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Both methods check against containers using relative paths as index,
so the `res://` part needs to be stripped.
Fixes #26009.
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The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
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The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).
There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.
Part of #31244.
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Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
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Add __atomic_* operators support for atomic operations
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IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
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Fixes issue with debug inspecing of nodes that are not in the scene tree
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So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
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Add Basis constants and format Transform constants
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Implement error macros that come with an error message, replacing ERR_EXPLAIN.
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replace ERR_EXPLAIN usage.
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Hopefully fix the random crashes with threads
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Add FuncRef.call_funcv
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Closes #31143
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The match test was inverted. The rest of the changes
are documentation and cleanup.
Fixes #26346 and fixes #31192.
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Add Image.save_exr()
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Change some code proposed by Coverity and Cppcheck
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Cap the number of warnings/errors per second rather than per frame
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Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
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This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.
This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.
This closes #21896.
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These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry!
Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
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