Age | Commit message (Collapse) | Author |
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
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Add a button to quickly repeat last search in files
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objects and made them default.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Fixes issue #31146
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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.
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In some functions in editor/find_in_files.cpp was detected a memory leak
DirAccess* and FileAccess* were replaced by DirAccessRef and FileAccessRef
DirAccessRef and FileAccessRef are just wrappers for DirAccess* and FileAccess*
Fixes for issue #31659
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in replace mode, if no search result has been selected and RMB is pressed on a checkbox, the editor
crashes in editor/find_in_files.cpp:712 because item is NULL
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Added a setting for files in which the editor should search (project specific)
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This closes #29026.
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Fixes #25316.
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Remembers the tickboxes but only during the same execution
Fixes #25440
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Happy new year to the wonderful Godot community!
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- Disable Whole Words and Match Case by default
- Hide the Cancel button once the search is completed
- Pad line numbers to the right for more readable search results
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This closes #22692.
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Fix find-in-files and go-to-line dialog (partially)
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This also fixes a typo in the `debugger/debug_with_external_editor`
shortcut.
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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- Search results are now grouped by file using a Tree control
- You can opt out occurences when using replace mode
- Double-check search results in case files have been tampered with, so occurrences don't get badly replaced
- Fixed replace bug when an occurrence is found twice in one line
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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- Iteration still going on after scan finished
- Comparing milliseconds with seconds
- Potential imprecision due to accumulating milliseconds (iteration could take fewer than 1ms)
- Folders to scan not cleared when a new search starts
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Background:
Commit 2abec59db96496611bb16dd1300d9b7d3def9780 removing text_changed
signal emmision from LineEdit::set_text broke the project manager and
find_in_files.
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- FileAccess was accessed null (remains of GDScript port)
- `_current_file` wasn't going up correctly in case a scanned directory had no subdirectories
- Paths stored in `_files_to_scan` were not full paths
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