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path: root/editor/find_in_files.cpp
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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.
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-09-25Added some obvious errors explanationsqarmin
2019-08-26Memory leak fixedKlesomik
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
2019-08-12fix(find_in_files): crash when selecting with RMBFabian Stiewitz
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
2019-08-07Fix error when going to a text file by clicking in a result from "Find in files"Michael Alexsander Silva Dias
2019-05-29Merge pull request #25647 from QbieShay/fix_25440Rémi Verschelde
Added a setting for files in which the editor should search (project specific)
2019-05-20Allow empty replacement texts in the Find in Files replace dialogHugo Locurcio
This closes #29026.
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-13Fix typos with codespellRémi Verschelde
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 ```
2019-02-12Added a setting for files in which the editor should search (project wise).QbieShay
Remembers the tickboxes but only during the same execution Fixes #25440
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-05Added "shader" filter to "Find in Files"Michael Alexsander Silva Dias
2018-11-05General fixup of the "Find in Files" dialogMichael Alexsander Silva Dias
2018-10-09Improve the editor's Find in Files functionHugo Locurcio
- 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
2018-10-05Fix Find in Files font size on hiDPI displaysHugo Locurcio
This closes #22692.
2018-10-02Merge pull request #22220 from Naryosha/dialogRémi Verschelde
Fix find-in-files and go-to-line dialog (partially)
2018-09-25Tweak some editor texts' capitalization, use "Go to" instead of "Goto"Hugo Locurcio
This also fixes a typo in the `debugger/debug_with_external_editor` shortcut.
2018-09-18Fix find-in-files and go-to-line dialog (partially)Poommetee Ketson
2018-09-12Misc. typosluz.paz
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-19Find in Files improvementsMarc Gilleron
- 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
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
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.
2018-05-24Fix potential bugs with Find in FilesMarc Gilleron
- 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
2018-05-20fixup project_manager and find_in_files for text_changed signal change.Ibrahn Sahir
Background: Commit 2abec59db96496611bb16dd1300d9b7d3def9780 removing text_changed signal emmision from LineEdit::set_text broke the project manager and find_in_files.
2018-05-01Fix Find in Files:Marc Gilleron
- 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
2018-02-19Added find & replace in filesMarc Gilleron