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2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
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.
2020-04-21Add proper type to most public API uses of ArrayJuan Linietsky
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
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`.
2020-02-29Implement undo-redo feature for Parameter Paste in the Inspectorsimpuid
EditorData::undo_redo.add_do_property and EditorData::undo_redo.add_undo_property is used in EditorData::paste_object_params to implement this feature. It's action name is set to "Paste Params" Changes made * Removed the call for clearing the history on paste params case. * Instead of directly setting the properties value, EditorData::undo_redo is used.
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-01-09Don't copy script with copy paramsvolzhs
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.
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-11-10Multi-selection restored properly after switching scenesPouleyKetchoupp
Fixes #33511
2019-11-07Merge pull request #33343 from KoBeWi/scene_tree_dustingRémi Verschelde
Another scene tree dock menu cleanup
2019-11-06Node create dialog filtering optimizationPouleyKetchoupp
Avoid loading the same scripts again and parse them when updating the node type tree.
2019-11-04Another scene tree dock menu cleanupTomasz Chabora
2019-09-25Added some obvious errors explanationsqarmin
2019-08-15Allow to create scene from FileSystem dockTomasz Chabora
2019-07-19Make custom types more subtle and more usefulBojidar Marinov
Implements #6067 (aaronfranke's idea) Fixes #26980
2019-06-04Fix moving and renaming filesHein-Pieter van Braam-Stewart
This commit fixes several issues related to moving scenes and resources in an open project. * Don't try to reload scenes while not all scenes are updated yet. * Don't use the UndoRedo system to update non-user initiated editor state. * Resave scenes after moving files and updating resource path(s).
2019-03-09Allow class_name scripts to have nested inheritanceGeorge Marques
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-26Merge pull request #23060 from willnationsdev/inherit-non-class-scriptRémi Verschelde
Fix Script -> Script Class not in CreateDialog
2018-11-16Check if setting exists to prevent warningDrNochi
Fixes #23332
2018-10-16Fix Script -> Script Class not in CreateDialogWill Nations
2018-09-14Refactor editor icon retrievalwillnationsdev
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.
2018-08-14Add custom icons to script classes.Will Nations
2018-07-26Merge pull request #20233 from willnationsdev/gsc-editorJuan Linietsky
Add script class hierarchies & add-script button permanence/auto-derivation
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.
2018-07-25Add script hierarchies,add-script btn auto-derivesWill Nations
2018-06-18-Added AnimationGraphPlayer (still missing features)Juan Linietsky
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-05-26Merge pull request #15489 from willnationsdev/gdnative-hookMax Hilbrunner
Add EditorPlugin.build() build callbacks
2018-05-08Merge pull request #15928 from StateOff/feature_batch_renameRémi Verschelde
Implements "Batch Rename" editor tool.
2018-05-07Merge pull request #15640 from willnationsdev/resource-saved-signalMax Hilbrunner
Added EditorPlugin 'resource_saved' signal
2018-04-30hide tab changed debug printAlexander Holland
2018-04-22Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio
2018-02-25Now the inspector will show the custom resources added via pluginMrCdK
2018-01-31Added EditorPlugin 'resource_saved' signalWill Nations
2018-01-22Implements "Batch Rename" editor tool.Blazej Floch
2018-01-12Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky
of tree notification. Updated doc accordingly.
2018-01-08Add EditorPlugin.build() build callbacksWill Nations
2018-01-08Fixes #15416 - "The deleted nodes are hanging in the inspector."Blazej Floch
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.
2018-01-04Merge pull request #14802 from volzhs/selection-changedRémi Verschelde
Fix "selection_changed" called twice
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-26Properly rename scenes and resources after renaming or moving files, should ↵Juan Linietsky
fix #13976 It's not tested, so please test.