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path: root/editor/connections_dialog.cpp
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2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-09-11Replace last occurrences of PropertyEditor by EditorInspectorRémi Verschelde
Updates the following plugins: - ConnectionsDialog - ScriptEditorDebugger - ItemListEditorPlugin Also drop now unnecessary compatibility methods.
2018-08-29Fix vformat(), minor typos and word puzzlesYuri Chornoivan
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
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.
2018-07-20Use type hints to improve completionGeorge Marques
- 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).
2018-07-13fixed connection dialog's creation of script functions.Ibrahn Sahir
Was accessing deleted objects to find the argument list. Reordered things to get the arg list before deletion.
2018-04-29Added disconnect_all and edit functionality to ConnectionsDock.Eoin O'Neill
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.
2018-04-29Added connection editing. Some refactoring.Eoin O'Neill
2018-04-29Basic context menu added to connections docker w/ code cleanup.Eoin O'Neill
2018-04-22Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-12Enhance undoredo action name, TTR, cleanupPoommetee Ketson
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-25Editor: Add some more translatable strings.Andreas Haas
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
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/
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-05-20Merge pull request #8631 from volzhs/editor-theme-customRémi Verschelde
New customizable editor theme
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-09New customizable editor themevolzhs
2017-04-17External editor improvements and fixesIgnacio Etcheverry
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.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.