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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.
2020-03-05Fix EditorFolding crash when switching scenesThakee Nathees
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
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
2019-11-12Prevent crash when scene has path, but no fileTomasz Chabora
2019-05-20Style: Fix issues with clang-format 8.0Rémi Verschelde
2019-04-11No more metadata and dependency indices kept in resources saved.Juan Linietsky
-Node folding is now saved externally together with the properties -External resources remember their ID when scenes are saved.
2019-04-10EditorFolding ignores hidden properties for folded resources (fixes #26663)PouleyKetchoupp
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-01-30Add check in folding to see if the nodepath exists to avoid message spam.K. S. Ernest (iFire) Lee
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-11-28Fix style issues and signature mismatchRémi Verschelde
2018-11-25Rewrite code for unfolding and make it automatic on scene load, which works ↵Juan Linietsky
better.
2018-11-18Properly reset canvas state after drawing, fixes #18860Juan Linietsky
2018-10-30Remove "save folding for:" message when savingMichael Alexsander Silva Dias
2018-10-29Automatically unfold sections of properties that someone else edited (no ↵Juan Linietsky
local info exists).
2018-10-29Moved folding outside the resource files, now saved outside the project.Juan Linietsky