Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Settings defined in editor plugins are missing (about 100 of them),
but all other settings (about 200 of them) can now be documented in the
EditorSettings class.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
|
|
Allows to specify the binder that an enum must be treated as a bitfield.
|
|
|
|
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
|
|
* 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!
|
|
|
|
|
|
|
|
|
|
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
|
|
Use clear() instead of resize(0).
Use has() instead of "find(p_val) != -1".
|
|
|
|
|
|
Also make sure to always convert multiline dictionaries to a single line for
its EditorHelp representation, as multiline values break formatting.
|
|
Happy new year to the wonderful Godot community!
|
|
* Adds `indent(str)` to `String`:
* Indent the (multiline) string with the given indentation.
* This method is added in order to keep the translated XML correctly
indented.
* Moves the loading of tool/doc translation into
`editor/editor_translation.{h,cpp}`.
* This will be used from both `EditorSettings` and the doc tool from
`main`.
* Makes use of doc translation when generating XML class references, and
setup the translation locale based on `-l LOCALE` CLI parameter.
The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
|
|
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
|
|
Co-authored-by: Josh DeGraw <joshmdegraw@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Adds ability to add error return documetation to the binder and class reference.
Usage example:
```C++
void MyClass::_bind_method() {
[..]
BIND_METHOD_ERR_RETURN_DOC("load", ERR_FILE_CANT_OPEN, ERR_FILE_UNRECOGNIZED);
}
```
One function of ConfigFile was changed as example.
|
|
If methods signature did not match, documentation is not merged. This is
a considerable source of annoyance for contributors and it happened as
a result of #4533, otherwise the documentation for constructors would
not be properly merged.
This PR modifies the logic introduced to only do the signature test on
constructors and operators (which are the only types of members that can repeat).
|
|
Way less cruft. :)
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
|
|
|
|
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
|
|
|
|
|
|
|
|
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
|
* Properly exposed, including validated and variant call
* Bound static functions in String and Color
* Did not add support for scripting languages, will have to be added manually.
|
|
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 🎆
|
|
|
|
|