Age | Commit message (Collapse) | Author |
|
|
|
|
|
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
|
|
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
|
|
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
Fixes #godotengine/godot-proposals#29
|
|
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
|
|
|
|
|
|
* LineEdit popups created on demand.
* TextEdit popups created on demand.
* SpinSlider popups created on demand.
* ResourcePicker popups created on demand.
Improves editor responsiveness.
|
|
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
|
|
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
|
|
Controls using the old modal API have been replaced to use popups.
|
|
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.
|
|
Adds the ability to adjust the editor's spin slider using the mouse scrollwheel.
|
|
Double-clicking on the EditorPropertyEasing widget (e.g. for the Light
Attenuation parameter) shows an EditorSpinSlider to set the value manually.
Fixes #8449.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
Fixes issues with changing the size or position of a Rect. Fixes #23011
|
|
-Added expression evaluation to EditorSpinSlider, fixes #20813, fixes #18932
|
|
-Added optional horizontal/vertical modes for vector editing (default false for vec2, true for vec3)
-Some clean ups with fonts and styles
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
-
|