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path: root/editor/code_editor.cpp
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2021-06-24Merge pull request #49650 from KoBeWi/FindReplaceCrashRémi Verschelde
Fix crash with FindReplaceBar
2021-06-24Fix crash with FindReplaceBarkobewi
2021-06-20Move indent management to CodeEditPaulb23
2021-06-19Added support for scripts reporting multiple errors to ScriptTextEditorEric M
Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
2021-06-17Merge pull request #49258 from megalobyte/editor-fixRémi Verschelde
Fixes for documentation search
2021-06-16Merge pull request #49238 from Paulb23/code_edit_code_foldingRémi Verschelde
Move code folding into CodeEdit and hide line hiding API
2021-06-16Documentation search fixesGregory Basile
Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
2021-06-08Move FindReplaceBar out of CodeTextEditorkobewi
2021-06-01Move code folding into CodeEdit and hide line hiding APIPaulb23
2021-06-01Move and expose Code Hint in CodeEditPaulb23
2021-06-01Move and expose AutoComplete in CodeEditPaulb23
2021-05-28Fix FindReplaceBar text_change signal binding after replace allPaulb23
2021-05-22Add custom background line colour to TextEdit and remove marked linesPaulb23
2021-05-20Change behavior of String.rightTomasz Chabora
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-04-17Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal
2021-04-07Fix: Selection Only in Find/Replace now preserves selectionSushi
2021-04-05Fix crashes in *_input functionsRafał Mikrut
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-08Merge pull request #43742 from qarmin/editor_modules_default_valuesRémi Verschelde
Initialize class/struct variables with default values in platform/ and editor/
2020-12-05Rename CubeMesh BoxMeshMarcel Admiraal
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-30Reversed Toggle Script Button iconYuri Roubinsky
2020-11-26[Complex Text Layouts] Refactor TextEdit and CodeEdit controls.bruvzg
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-11-11Keep cursor relative position after multiline moveHaoyu Qiu
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-10Remove breakpoints from editor settingsPaulb23
2020-09-10Move ConnectionGutter to editor code_editorPaulb23
2020-09-10Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb23
2020-09-10Added Line numbers to CodeEditPaulb23
2020-09-10Add and convert editor to use CodeEditPaulb23
2020-07-26Merge pull request #33760 from nekomatata/script-editor-init-optimizationRémi Verschelde
Optimized ScriptEditor initialization when many scripts are loaded
2020-07-20Reintroduce code completionGeorge Marques
2020-07-17Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp
This change avoids the editor to freeze for several seconds when a project with lots of scripts is loaded in the editor. It focuses on a few heavy operations previously executed on all previously loaded scripts: - Initialize script resource (script validation/parsing) only on focus - ScriptTextEditor: code editor and edit menu are added to the scene only on focus - Add to recent scripts only when opening new scripts (load/save scene metadata)
2020-07-11Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb23
- Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
2020-07-11Convert syntax highlighters into a resourcePaulb23
2020-07-06Improve null check in FindReplaceBarYuri Sizov
2020-06-23Fix error label clicking in status bar for shader editorYuri Roubinsky
2020-06-19Remove ToolButton in favor of ButtonHugo Locurcio
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-16Fix code editor Replace tool to work with 'Selection Only' optionMaganty Rushyendra
Ensures that when the `Selection Only` option is selected, the Replace tool replaces occurrences of the search phrase only within the selected region, and in order of occurrence.
2020-06-15Fix match count for whole word search in editorMaganty Rushyendra
Check if a match borders a new line char when incrementing match counts.
2020-06-12Fix whole word search slowdown in editorMaganty Rushyendra
Reduce repeated iteration through the full text when counting the number of occurrences of whole words while searching a file in the editor.
2020-05-22FIX CodeTextEditor not respecting focus in _inputMrRevington
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.