Age | Commit message (Collapse) | Author |
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Do not allow editing Scene-inherited signal connections
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Inherited connections are also highlighted with the warning color in the Node dock.
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AnimatedTexture.`oneshot` -> `one_shot`
For consistency. Every other exposed `one_shot` is spaced out like this.
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Add "Copy Name" option to signal menu
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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* Callable::bind takes an array of pointers to Variant
* Fixes #57057
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Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.
Removes unnecessary `editor_node.h` includes in various editor classes.
Renames `dynamicfont` to `dynamic_font` in a couple files.
Misc cleanup while jumping through that rabbit hole.
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Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.
`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
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Adds the "interface/editors/default_signal_callback_name" editor setting,
which allows you to specify the format of the default callback name
in the Signal Connection Dialog.
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Happy new year to the wonderful Godot community!
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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"
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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 🎆
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Also made localised code changes for better documentation and readability.
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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.
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For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
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Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.
To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
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objects and made them default.
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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.
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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.
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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.
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Had to create a custom Tree to override `make_custom_control` for the
rich text display, similar to EditorProperty.
Fixes #30244.
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-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
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Happy new year to the wonderful Godot community!
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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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Updates the following plugins:
- ConnectionsDialog
- ScriptEditorDebugger
- ItemListEditorPlugin
Also drop now unnecessary compatibility methods.
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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.
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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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Happy new year to the wonderful Godot community!
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