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path: root/doc/classes/EditorVCSInterface.xml
AgeCommit message (Collapse)Author
2022-08-22Replace Array return types with TypedArraykobewi
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-03-09Remove unused GDNative codeRémi Verschelde
This has been superseded by GDExtension so this code is no longer useful nor usable. There's still some GDNative-related stuff in platform export code which needs to be adapted for GDExtension (e.g. to include GDExtension libraries in exports).
2022-02-15Add an XML schema for documentationHugo Locurcio
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
2021-09-20Don't generate empty doc sections and reduce code duplicationAaron Franke
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-03-19class reference proofreadingPaul Joannon
2020-01-31Update docs to version 4.0clayjohn
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
2020-01-23doc: Misc updates for AnimationNode* and othersRémi Verschelde
- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
2019-11-22Fix typos with codespellRémi Verschelde
Using codespell 1.16.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-11-19Editor: fix typo in VCS plugin method namesmerumelu
2019-09-19Fix misc. source comment typosluz.paz
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
2019-09-03Add an overridable VCS Interface for the editorTwarit
The VCS interface can be thought of like a proxy system, where any call to the API is redirected to the actual implementation of the VCS API which may be existing in the form of a GDNative plugin which is marked as a singleton and is not marked reloadable. If the implementation doesn't exist in the file system, it only returns the default responses which contain mostly empty containers of the data type that every API call returns. EditorVCSInterface is used like a Godot object with a script attached to it. The script is the implementation of the API and the object is the interface to the script, which returns default responses if the script doesn't exist or if the script doesn't define a function that handles that particular API call. The entire system has been implemented using Object::call() and its ability to switch to the script instance to handle the API call if the script exists. Look for VersionControlEditorPlugin::_initialize() for the essential API setup.