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path: root/editor/editor_autoload_settings.h
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2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
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.
2020-04-05Dissolving class EditorLineEditFileChooser into EditorAutoloadSettings.unknown
2020-04-02Replace NULL with nullptrlupoDharkael
2020-01-31Improve the AutoLoad editor UXHugo Locurcio
- Convert the default AutoLoad name to PascalCase when selecting a file. - Disable the "Add" button if the path is empty or the name is invalid. - Prefix the automatically-chosen name with "Global" if it would conflict with a built-in class. - Replace the FileList icon with the Load icon as it better represents the action.
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-07-19Make comparison operator== constHanif A
`operator==` of EditorAutoloadSettings is not const for whatever reason...
2019-05-21Restrict Autoloads from having keywords as their namesMichael Alexsander Silva Dias
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
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.
2018-02-19Merge pull request #16709 from willnationsdev/autoload-editRémi Verschelde
Enable EditorPlugin to add/remove autoloads
2018-02-14Enable EditorPlugin to add/remove autoloadsWill Nations
2018-01-02Add open feature to editor autoload settingssersoong
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-12Updated function argument namesWilson E. Alvarez
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.