Age | Commit message (Collapse) | Author |
|
|
|
Implements #6067 (aaronfranke's idea)
Fixes #26980
|
|
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).
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
Fix Script -> Script Class not in CreateDialog
|
|
Fixes #23332
|
|
|
|
|
|
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.
|
|
|
|
Add script class hierarchies & add-script button permanence/auto-derivation
|
|
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.
|
|
|
|
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
|
|
Add EditorPlugin.build() build callbacks
|
|
Implements "Batch Rename" editor tool.
|
|
Added EditorPlugin 'resource_saved' signal
|
|
|
|
|
|
|
|
|
|
|
|
of tree notification.
Updated doc accordingly.
|
|
|
|
|
|
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.
|
|
Fix "selection_changed" called twice
|
|
Happy new year to the wonderful Godot community!
|
|
fix #13976
It's not tested, so please test.
|
|
|
|
|
|
|
|
|
|
|
|
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/
|
|
|
|
|
|
|
|
Thus fixing some invalid changes that had still made it to the master branch.
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
|
|
- show scene thumbnail on hover
- resize if has many tabs
- show full scene file name with current edited scene
- can be customized EditorSettings > Interface > Scene Tab
- close scene with mouse middle button
|
|
|
|
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
|
|
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.
|