summaryrefslogtreecommitdiff
path: root/editor/plugins/text_editor.h
AgeCommit message (Collapse)Author
2022-10-05Merge pull request #66300 from KoBeWi/📝🧭Rémi Verschelde
Split script navigation state and edit state
2022-09-29Rename Indent Left/Right to Indent/DedentVolTer
2022-09-25Split script navigation state and edit statekobewi
2022-08-22Replace Array return types with TypedArraykobewi
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-01-19Convert TextEdit callbacks to CallablePaulb23
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-11Move add_syntax_highlighter bind to ScriptEditorBasePaulb23
2021-09-15Added status bar and toggle scripts panel button to EditorHelp/VScriptsYuri Roubinsky
2021-09-01Merge pull request #51639 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implement more advanced features for DAP
2021-08-31Implemented advanced features of DAPEv1lbl0w
Respect client "supportsVariableType" capability Implement "breakpointLocations" request Implement "restart" request Implement "evaluate" request Fix error messages not being shown, and improved wrong path message Removed thread option and behavior Implemented detailed inspection of complex variables Fix "const"ness of functions Added a configurable timeout for requests Implement Godot custom data request/event Implement syncing of breakpoints Added support for debugging native platforms
2021-08-17Improve Undo/Redo menu itemsHaoyu Qiu
* Make Undo/Redo menu items disabled when clicking it does nothing. * Context menu of `TextEdit` * Context menu of `LineEdit` * Editor's Scene menu * Script editor's Edit menu and context menu (for Script and Text) * Make editor undo/redo log messages translatable. * Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`. * Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
2021-06-29Script editor: Rename 'Clone Down' to 'Duplicate Selection'Rémi Verschelde
Fixes #36670.
2021-06-08Move FindReplaceBar out of CodeTextEditorkobewi
2021-05-15Add get_base_editor to ScriptEditorBasesent44
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 🎆
2020-09-10Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb23
2020-07-17Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp
This change avoids the editor to freeze for several seconds when a project with lots of scripts is loaded in the editor. It focuses on a few heavy operations previously executed on all previously loaded scripts: - Initialize script resource (script validation/parsing) only on focus - ScriptTextEditor: code editor and edit menu are added to the scene only on focus - Add to recent scripts only when opening new scripts (load/save scene metadata)
2020-07-11Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb23
- Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
2020-07-11Convert syntax highlighters into a resourcePaulb23
2020-07-10Add override keywords.Marcel Admiraal
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.
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-13Added 'Replace in files' functionality to text editorsDominik 'dreamsComeTrue' Jasiński
Fixes issue #31146
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
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.
2019-09-22Support menu key in TextEdit and LineEdit controlsPaul Trojahn
Related to #15542
2019-08-12Add "Find in Files..." to the text editorMichael Alexsander Silva Dias
2019-08-09Move "Go to Line..." from "Edit" to "Go To" in text editorMichael Alexsander Silva Dias
2019-08-06Fix Find in Files Not Working ProperlyEmmanuel Barroga
When using the "Find in Files" option to search in non-script files (e.g. .tscn), the search does not work properly.
2019-07-25Fix memory leaks with SyntaxHighlightersPaulb23
2019-07-01Merge pull request #29071 from YeldhamDev/improve_bookmarksRémi Verschelde
Improve bookmarks
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-17Merge pull request #28766 from pgoral/editor_validation_issueRémi Verschelde
Changing method signature in other class in not recognized in working…
2019-06-11Merge pull request #29262 from DarknessCatt/issue-27476Rémi Verschelde
Automatically add new line to scripts
2019-05-29Automatically add new line to scriptsMatheus Lima Cunha
2019-05-29Changing method signature in other class in not recognized in working class ↵Goral
in typed GDScript #28685
2019-05-24Improve bookmarksMichael Alexsander Silva Dias
2019-05-05Add bookmarks for easier code navigationTomasz Chabora
2019-04-23Added a marker in text_edit that tells which row is executing.Rikhardur Bjarni Einarsson
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-07-22Allow opening and editing of any utf_8 file in script editorPaulb23