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path: root/editor/plugin_config_dialog.cpp
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2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-15Merge pull request #41788 from EricEzaM/PR/proj-settings-fixRémi Verschelde
Improve UI for creating and editing plugins.
2021-07-15Misc cleanup of header includesRémi Verschelde
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
2021-07-12Added validation to plugin creation.Eric M
Improved plugin creation dialog by adding form error reporting and restricting the user from overwriting an existing folder.
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-05-31Wrap description TextEdit of plugin config dialogHaoyu Qiu
2021-03-13Fix Create Plugin after GD Annotation Changessboronczyk
2021-03-06Fix enabling of created pluginShatur95
2021-01-01Update copyright statements to 2021Rémi Verschelde
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-14Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal
Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
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.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-07Use modules_enabled.gen.h to improve inter dependency checksRémi Verschelde
- Fix build with gdscript module disabled. Fixes #31011. - Remove unused `gdscript` compile option. - Fix build with regex module disabled. - Fix ImageLoaderSVG to forward declare thirdparty structs.
2020-01-21Make script made via plugin creation obey syntax settingsMichael Alexsander
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.
2019-12-24Cleans up headers included in editor_node.hHaoyu Qiu
2019-09-25Added some obvious errors explanationsqarmin
2019-08-07Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin
2019-02-12PluginConfigDialog: Slight usability changesmerumelu
- Set focus to the first LineEdit instead of the confirm button. - Default to GDScript rather than whatever language was first registered with the ScriptServer.
2019-01-23PluginConfigDialog: Add partial support for more script languageIgnacio Etcheverry
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-20Resize some editor panel minimum sizes on hiDPI displaysHugo Locurcio
This also increases the plugin description TextEdit's height, so that 3 lines can be viewed instead of just 2 (leaving a few pixels for the scroll bar).
2018-10-02PluginConfigDialog: pass subfolder name instead of plugin name on creationmerumelu
Also add `_exit_tree` to the script template
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-07-26Add PluginConfigDialog, EditorPluginSettings GUIWill Nations