Age | Commit message (Collapse) | Author |
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Add EditorPlugin.build() build callbacks
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-Plenty of fixes and improvements to new inspector
-Fixes that were needed to make inspector work better
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Added EditorPlugin 'resource_saved' signal
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Closes #5968
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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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.
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Plugins can select files in the FileSystem Dock
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Happy new year to the wonderful Godot community!
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converters more easily.
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- Now it is usable from both `CanvasItem` and `Spatial` editors.
- `EditorPlugin` API changes:
- `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`.
- `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get.
- New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types.
- New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.
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to do path remapping.
Also added ability to tell the exporter that a shared object needs to be bundled in the build.
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-Fix getter in code completion being displayed when it shouldn't
-Clean up preview generation for editors and exposed it as editor plugin
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-Added EditorInterface to EditorScript
-Added functions to save the scene to EditorInterface
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Allows addons with import extensions to clean up properly on
removal.
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this might cause bugs I haven't found yet..
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This adds a new implementation of the EditorImportPlugin class, allowing to leverage the new importing system via tool scripts.
Will be especially useful when used together with GDNative, to support formats like fbx :)
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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
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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.
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