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path: root/editor/editor_autoload_settings.cpp
AgeCommit message (Collapse)Author
2019-05-21Restrict Autoloads from having keywords as their namesMichael Alexsander Silva Dias
2019-04-21Improve wording of various messages and make casing more consistentHugo Locurcio
This also adds the number of selected projects to the confirmation dialog that appears before removing projects.
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-16Update autoload references when moving files.Zaven Muradyan
Prior to this, file references in autoload were not updated when a script was moved or renamed. This adds extra logic to update the autoload references when updating project settings. Fixes #22995.
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.
2018-07-26Reduce 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.
2018-06-25Remove extra addition to tree of editor autoloadsGeorge Marques
Fix #19675
2018-06-18Fix order to register autoloads in-editorGeorge Marques
2018-06-09Fix drag and drop autoloadvolzhs
2018-05-22Only add autoloads in editor if they have tool scriptsGeorge Marques
2018-05-01Enable autoload in editorGeorge Marques
- Tool scripts will be executed and can be accessed by plugins. - Other script languages can implement add/remove_named_global_constant to make use of this functionality.
2018-03-11Fix column width on AutoLoad table on hidpi displaysBernhard Liebl
2018-02-19Merge pull request #16709 from willnationsdev/autoload-editRémi Verschelde
Enable EditorPlugin to add/remove autoloads
2018-02-14Enable EditorPlugin to add/remove autoloadsWill Nations
2018-02-14Merge pull request #15260 from sersoong/master-addopeninprojectsettingsRémi Verschelde
Add open feature to editor autoload settings
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.
2018-01-02Add open feature to editor autoload settingssersoong
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Clean up setting dialogues a bit.Ray Koopa
2017-10-05Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky
to has_setting. Fixes #11844
2017-09-27Fix remove icon in autoload panelGuilherme Felipe
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
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/
2017-08-18-Volume sliders, mute, solo and fx bypass are functional, closes #9021Juan Linietsky
-Fixed tree reselect, makes reselecting an audio bux FX work
2017-07-30Style: Apply clang-format on all filesRémi Verschelde
Thus fixing some invalid changes that had still made it to the master branch.
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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.