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path: root/editor/editor_settings.cpp
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2020-03-20i18n: Add support for translating the class referenceRémi Verschelde
- Parse `.po` files from `doc/translations/*.po` like already done with `editor/translations/*.po`. - Add logic to register a doc translation mapping in `TranslationServer` and `EditorSettings`. - Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`). Strings are automatically dedented and stripped of whitespace to ensure that they would match the translation catalog. - Use `DTR()` to translate relevant strings in `EditorHelp`, `EditorInspector`, `CreateDialog`, `ConnectionsDialog`. - Small simplification to `TranslationLoaderPO`, the path argument was not really meaningful.
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`.
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-02-27Merge pull request #36232 from Calinou/add-soft-line-length-guidelineRémi Verschelde
Add a soft line length guideline to the script editor
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-15Add a soft line length guideline to the script editorHugo Locurcio
The default value is 80. The hard line length guideline's default column has been moved to 100 to account for the new soft line length guideline. It can be disabled by setting its value to the same column as the hard line length guideline. This closes https://github.com/godotengine/godot-proposals/issues/347.
2020-02-12Rename the "Last Modified" project list sorting option to "Last Edited"Hugo Locurcio
The `project.godot` file will always be modified when editing a project, but not when running it. This effectively makes the option sort by last edition date, rather than modification as is typically understood by users. This closes #36127.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-02Enable the script editor line length guideline by defaultHugo Locurcio
Now that the GDScript style guide has an official recommendation, it makes sense to enable the line length guideline by default.
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.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-11-17Make the script templates' blank lines conform with the official style guideMichael Alexsander
2019-10-25Merge pull request #32835 from RobKohr/default-convert_indent_on_save-to-trueRémi Verschelde
set convert_indent_on_save to default to true
2019-10-14Add a "slow" modifier to freelookHugo Locurcio
This makes precise adjustments easier, without having to touch the mouse wheel. This modifier is also available in Blender, so this makes the freelook behavior more consistent with it :) In the interest of simplifying the Editor Settings, this also removes the freelook modifier speed factor setting (the value is now hardcoded to its default).
2019-10-14set convert_indent_on_save to trueRobKohr
https://github.com/godotengine/godot/issues/30324
2019-09-28Highlight singletons and class_names in GDScriptBojidar Marinov
Also, implement a small QoL change for auto-typed variables. Closes #5739
2019-09-25Added some obvious errors explanationsqarmin
2019-09-01Reorganize & rename text editor settings categoriesCykyrios
Add Navigation category for scroll and minimap settings. Rename Line Numbers category to Appearance. Rename Open Scripts category to Script List. Rename "Draw Minimap" setting to "Show Minimap" (this is more consistent with other settings). Reorder settings by category in code_editor.cpp to match settings list
2019-08-23Merge pull request #31589 from Chaosus/minimap_enabledRémi Verschelde
Make code minimap to be visible by default
2019-08-23Make code minimap to be visible by defaultYuri Roubinski
2019-08-22Allow to define and load script templates per projectAndrii Doroshenko (Xrayez)
Previously it was only possible to create custom script templates per editor instance which could lead to certain name collisions, but now one can create such templates per project tailored for specific use cases. The default path to search for custom script templates is defined in project settings via `editor/script_templates_search_path` setting as `res://script_templates` path, yet this can be configured per project. Templates have at most two origins now: 1. Project-specific, defined in `ProjectSettings`, for instance: - res://script_templates/ 2. Editor script templates, for instance: - %APPDATA%/Godot/script_templates/ As script templates can have the same name over different paths, the override mechanism was also added, enabling project-specific templates over the editor ones.
2019-08-22Merge pull request #31302 from Paulb23/issue_4881_code_minimapRémi Verschelde
Add minimap to text_edit
2019-08-21Add minimap to text_editPaulb23
2019-08-21Displays smart snapping guides when snappedGilles Roudière
2019-08-21Merge pull request #29871 from Faless/crypto/initial_prRémi Verschelde
More Crypto, SSL server, crt/key as Resource, HashingContext
2019-08-21Fix Network Editor Settings setup.Fabio Alessandrelli
2019-08-21Rewrite StreamPeerSSL with SSLContext helper classFabio Alessandrelli
connect_to_stream now accepts optional parameter to specify which certificates to trust. Implement accept_stream (SSL server) with key/cert parameters to specify the RSA key and X509 certificate resources.
2019-08-21Support for file not found in ConfigFile::Load and handle a few specific casesPouleyKetchoupp
EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist EditorPlugin::get_config: removed (not used) Fixes #31444
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-15Set the low processor mode sleep editor settings to require a restartHugo Locurcio
These settings are only read when the editor starts.
2019-08-14Add an "Auto" editor font hinting setting to match OS font renderingHugo Locurcio
The "Auto" setting picks the font hinting setting that best matches the operating system's font rendering settings. This font hinting setting is now the default.
2019-08-07Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin
2019-07-29Merge pull request #30879 from Calinou/simplify-font-editor-settingsRémi Verschelde
Simplify editor settings related to font hinting and antialiasing
2019-07-28Update "Sorting Order" dropdown in Editor Settingshomer666
2019-07-28Simplify editor settings related to font hinting and antialiasingHugo Locurcio
A single setting is now used to control the font hinting/antialiasing settings of both main and code fonts. This means there are 2 settings in total (instead of 4). Font settings were also reordered for clarity.
2019-07-26Simplify editor settings related to window dimmingHugo Locurcio
Only a single checkbox is now exposed to control whether the editor window should be dimmed when opening a popup. The main use case for disabling it is picking colors from the editor window while a popup is open.
2019-07-23Move "Open Screenshot" from the "Editor" menu to the editor settingsMichael Alexsander Silva Dias
2019-07-18Enable the script editor's "Auto Brace Complete" by defaultHugo Locurcio
This also adds a setting hint for the "Code Complete Delay" setting and cleans up some duplicated default setting values. This closes #30662.
2019-07-08Use base `Color()` constructors instead of `Color::html()`Hugo Locurcio
This results in slightly smaller binaries (-17 KB for an editor binary) as no strings need to be allocated.
2019-07-05Re-write mono module editor code in C#Ignacio Etcheverry
Make the build system automatically build the C# Api assemblies to be shipped with the editor. Make the editor, editor player and debug export templates use Api assemblies built with debug symbols. Always run MSBuild to build the editor tools and Api assemblies when building Godot. Several bugs fixed related to assembly hot reloading and restoring state. Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
2019-07-01Merge pull request #29815 from NilsIrl/plus_file_1Rémi Verschelde
Replace ` + "/" + ` with `String::file_add()`
2019-06-27Add default values to the editor help, docs, and generated RSTBojidar Marinov
Also, make spacing of "=" in the editor help a bit more consistent. Closes #16086
2019-06-27Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde
Remove redundant code, possible NULL pointers and others
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-25Allow to remove 2D editor limitsTomasz Chabora
2019-06-23Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG
2019-06-20Add option to toggle console window on WindowsLuka Dornhecker
This is an editor setting and its value can also be toggled using an entry in the Editor toolbar. The console will still appear briefly when starting the project manager or editor, as it's still compiled as console application. Does not impact exported games, which will still run without console in release and with console in debug mode. A project setting or export option could be added to disable it in debug mode if there's demand for it, but that would greatly reduce the usefulness of debug builds if Windows users can no longer report error and crash messages. Fixes #17889. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-14Fix help source font setting and related cleanupRémi Verschelde
This was a regression from #28107 due to a typo in the `initial_set` call. I used the opportunity to harmonize the font settings by ensuring we only get values in `editor_fonts.cpp` and set them all with proper and consistent hint ranges in `editor_settings.cpp`. Fixes #29774.