Age | Commit message (Collapse) | Author | |
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2020-01-01 | Update copyright statements to 2020 | RĂ©mi 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. | |||
2019-11-19 | Editor: fix typo in VCS plugin method names | merumelu | |
2019-09-22 | Changed some code found by Clang Tidy and Coverity | qarmin | |
2019-09-04 | Add copyright headers to vcs integration | Twarit | |
2019-09-03 | Add an overridable VCS Interface for the editor | Twarit | |
The VCS interface can be thought of like a proxy system, where any call to the API is redirected to the actual implementation of the VCS API which may be existing in the form of a GDNative plugin which is marked as a singleton and is not marked reloadable. If the implementation doesn't exist in the file system, it only returns the default responses which contain mostly empty containers of the data type that every API call returns. EditorVCSInterface is used like a Godot object with a script attached to it. The script is the implementation of the API and the object is the interface to the script, which returns default responses if the script doesn't exist or if the script doesn't define a function that handles that particular API call. The entire system has been implemented using Object::call() and its ability to switch to the script instance to handle the API call if the script exists. Look for VersionControlEditorPlugin::_initialize() for the essential API setup. |