Age | Commit message (Collapse) | Author |
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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
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Make code minimap to be visible by default
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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.
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Add minimap to text_edit
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More Crypto, SSL server, crt/key as Resource, HashingContext
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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.
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EditorSettings::set_project_metadata: creates project_metadata.cfg if it doesn't exist
EditorPlugin::get_config: removed (not used)
Fixes #31444
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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?)
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These settings are only read when the editor starts.
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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.
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Simplify editor settings related to font hinting and antialiasing
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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.
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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.
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This also adds a setting hint for the "Code Complete Delay" setting
and cleans up some duplicated default setting values.
This closes #30662.
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This results in slightly smaller binaries (-17 KB for an editor binary)
as no strings need to be allocated.
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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.
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Replace ` + "/" + ` with `String::file_add()`
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Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
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Remove redundant code, possible NULL pointers and others
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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>
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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.
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Created a fallback from the "Save Theme" button to "Save Theme As" when a default theme is in use.
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default theme is in use.
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Allow to change 2D pan hotkey
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Add support for 50% editor scale
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This decreases CPU/GPU usage when the window is unfocused, which can
be beneficial to laptop users.
This also makes the low-processor mode sleep project setting no longer
affect the editor. Instead, two new editor settings now define the
duration of sleeping when the editor is focused and unfocused.
This closes #24209 and partially addresses #29257.
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Set range (10-50) to help source font size
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Godot currently can't properly render scripts that require Right-To-Left
and font shaping support, so we skip those.
This is a temporary measure until these features are supported.
Fixes #28577.
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Add bookmarks for easier code navigation
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Improve the anchors and margin workflow
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Add feature to show spaces in code editor
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Adjusts the default color for search border
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Exclude link-local IPv4s from editor host list.
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Update editor_settings.cpp
Update editor_themes.cpp
Update editor_settings.cpp
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Fix indentation
Fix Indentation!
Remove 14
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