Age | Commit message (Collapse) | Author |
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(cherry picked from commit 4431cdd154b8fa0494148980646903e824c0bdb1)
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(cherry picked from commit eac65fd0a8e68512a9410e0e78a405b726d303d3)
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toggled by a project setting.
Fixes #73141
(cherry picked from commit cb8e91924399948888d80d20c6112df473897183)
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(cherry picked from commit bd30847e5916f4ca8a855774cb32a160e690e71d)
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Default actions are no longer internal since we want to document them.
They are still hidden from the Project Setting dialog because we hid the
whole `input/` group manually.
(cherry picked from commit 1e0b8d6240314f1904df560cdab840771ef3e002)
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(cherry picked from commit 82d7923c653b6328ba279bd4183b63b69e21edfc)
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Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
(cherry picked from commit 3de5332fcb31ea46a692fda7b92847b162e3571d)
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conflicts with special character input.
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default values from documentation.
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Fix a few typos in the class reference
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Replace incomplete iOS gesture with touch implementation.
Fixes #66422.
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GDScript: Add warnings that are set to error by default (take 2)
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- Adds a list of default levels for all warning so they can be set
individually.
- Add warnings set by default to error for:
- Using `get_node()` without `@onready`.
- Using `@onready` together with `@export`.
- Inferring a static type with a Variant value.
- Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
the direct super class of the script. This ensures they are always
equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
default argument as having a default. Now it shows for all.
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This reverts commit a166833bfa23a21a7bff196a85a20b014e7c1396.
This caused multiple regressions.
Needs to be redone with more testing before merge.
Fixes #72501.
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GDScript: Add warnings that are set to error by default
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Fix C# examples in documentation for 4.0
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- Adds a list of default levels for all warning so they can be set
individually.
- Add warnings set by default to error for:
- Using `get_node()` without `@onready`.
- Using `@onready` together with `@export`.
- Inferring a static type with a Variant value.
- Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
the direct super class of the script. This ensures they are always
equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
default argument as having a default. Now it shows for all.
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- Fix documentation after C# renames.
- Add missing `partial` in C# class declarations.
- Change `delta` parameter type to `double` in C#.
- Ensure parameters match base declaration.
- Use `$` string interpolation in C#.
- Fix invalid or outdated C# code.
- Changed some examples to follow our style guide more closely.
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Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
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GDScript: Allow void functions to return calls to other void functions
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Add hint for identifiers renamed from 3.x to 4.0
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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Rearrange `editor/naming/*` project settings
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Add support for Unicode identifiers in GDScript and Expression
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This is using an adapted version of UAX#31 to not rely on the ICU
database (which isn't available in builds without TextServerAdvanced).
It allows most characters used in diverse scripts but not everything.
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Also documents the .NET project settings.
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Button shortcuts no longer "press" the Button.
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* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release.
* This logic is removed and now shortcuts always activate on press.
* This makes the editor feel more responsive and solves problems related to this behavior.
Fixes #45033 and possibly others.
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* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this
This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.
Fixes #64100. Fixes #64014. Fixes #61908.
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screen detection.
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Remove the `VOID_ASSIGNMENT` warning since those cases will be errors
now.
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ProjectSettings.get_setting(), which is used when no setting is set.
Also added tests for the project settings.
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
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Remove Disable Touch debug project setting
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This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.
It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
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This prevents the project setting from being located directly within
a root category, which is confusing from an UX perspective in the
project settings editor.
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