Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
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It was badly named (it disables code completion, not just the delay), and also
badly implemented (not preventing the timer for running, but just preventing it
to show the autocompletion).
It could be readded with a proper name and cleaner implementation if there's an
actual need for it.
Supersedes #24407 and closes #24352.
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Use more subtle indentation guides in the script editor
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Display font size with zoom in code editor and refresh on settings change
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Fixed clicking on Find/Replace doesn't set the focus on the text field
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Fix zoom display in the script editor on hiDPI displays
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- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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Fix "find and replace" initializing with wrong size
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Fix the code editor outside the allowed limits.
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Added breakpoint_gutter, is_breakpoint_gutter_enabled, set_breakpoint_gutter_enabled, get_breakpoints, remove_breakpoints.
Fixed breakpoint_toggled signal not fierd when text is edited.
Fixes #18026.
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how you setting your display scale
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This solves #17931 and makes the script editor consistent with other text editors(Sublime, Gedit, Vim) in displaying the position rather than the raw number of characters.
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Added zoom label to code editor
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- make LineEdit resizable for find/replace
- move replaced count/no match message to status bar
- fix replaced n occuurence message is not displayed when n > 0
Fixes #15394
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renamed interface/editor/custom_font to interface/editor/main_font
moved text_editor/theme/font to interface/editor/code_font
renamed interface/editor/font_size to interface/editor/main_font_size
renamed interface/editor/source_code_size to interface/editor/code_font_size
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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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Make code editor's error display autowrap
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Happy new year to the wonderful Godot community!
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Several visual improvements.
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Editor: Run validation on every text change, not only inserts
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Fixes inconsistent behaviour where clicking on the "Interface"
in the Editor Settings wouldn't collapse the category as is the
case for all the other categories.
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Added proper label sizing
Improved text editor status bar
Fixed some issues with ItemList and also some style fixes
Added background to color picker samples (the mrcdk fix)
Fixed slider ticks.
Added VS breakpoint and error styleboxes.
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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Better script code font size rescaling on retina displays
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