Age | Commit message (Collapse) | Author |
|
It should not be possible to click the "Connect" button unless
- a node is selected, and
- that node is valid in the current mode.
The modes are the default and advanced modes which allow connecting to scripts
and nodes respectively.
|
|
Prevent crash described in #34555.
|
|
Currently the connection dialog is closed when
1. no method name is specified, or
2. no script is attached and if the method name isn't a buildin.
That's really annoying.
|
|
Normally it wouldn't be possible to click on the "Connect" button if no node
is selected, because the button would be disabled.
However, double clicking on a node is also hooked up to the same signal
and double clicking is possible even if the "Connect" button is disabled.
This caused a crash described in #34555.
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
|
|
* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors
|
|
textfield.
|
|
|
|
|
|
|
|
Had to create a custom Tree to override `make_custom_control` for the
rich text display, similar to EditorProperty.
Fixes #30244.
|
|
|
|
a signal
|
|
|
|
|
|
Update signal connections error dialog
|
|
|
|
|
|
-Removed dest path field
-Added a "Source" signal
-Added an "Advanced" button to hide complexity
-Fix bug on Tree to make sure "ensure visible" works on hidden trees
-Fix bug on TextEdit to ensure signals created with script not open sill focus the right line
|
|
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
|
|
Fixes #25316.
|
|
Happy new year to the wonderful Godot community!
|
|
Automatically add extra arguments to function when creating it from create signal window. They will be called extra_arg_1, extra_arg_2,...
|
|
Misc. typos
|
|
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
|
|
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.
|
|
Updates the following plugins:
- ConnectionsDialog
- ScriptEditorDebugger
- ItemListEditorPlugin
Also drop now unnecessary compatibility methods.
|
|
|
|
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.
|
|
- Allow type hints to be completed.
- Use type information to infer completion candidates.
- Show typed function signature in tooltip.
- Add type hints when completing declaration from virtual functions
(optional).
|
|
Was accessing deleted objects to find the argument list.
Reordered things to get the arg list before deletion.
|
|
Refactor: Changed function order so header and source are in sync, renamed functions and members to be more clear.
Replaced pointers with references where appropriate.
|
|
|
|
|
|
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
Fixes #12973.
|
|
|
|
|
|
|
|
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
|
|
|
|
New customizable editor theme
|
|
|
|
|
|
Notable changes:
- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.
Fixes:
- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
|
|
|