Age | Commit message (Collapse) | Author |
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The Project Manager will now infer a project name from the
project path if the name is empty or equal to the default value.
The project name will also be capitalized automatically.
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This makes it clearer that the project manager window is busy
while it's quitting (which can take a while on slower PCs).
This also makes it feel more responsive to user input.
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Due to the high number of commits in the Godot repository,
7-character hashes were starting to become occasionally ambiguous.
In contrast, 9-character hashes are currently unambiguous for
all commits.
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Fix Segmentation fault and reduce memory consumption
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This uses the same shortcut as quitting Godot while in the editor.
This partially addresses #27251.
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Add 'Create Folder' button in Install Project dialog
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Add button in Project Manager to remove all missing projects
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This also adds the number of selected projects to the confirmation
dialog that appears before removing projects.
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Fixes #25454
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Adds `FALLTHROUGH` macro to specify when a fallthrough is intentional.
Can be replaced by `[[fallthrough]]` if/when we switch to C++17.
The warning is now enabled by default for GCC on `extra` warnings level
(part of GCC's `-Wextra`). It's not enabled in Clang's `-Wextra` yet,
but we could enable it manually once we switch to C++11. There's no
equivalent feature in MSVC for now.
Fixes #26135.
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Fixes #25316.
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Fixes #25268
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Fix prompt for empty project files when loaded
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Fixes #25541
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Happy new year to the wonderful Godot community!
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When opening projects for edition through the project manager, the
following checks are now done:
1. If the config_version is lower than the one used by the current
engine version, users are asked if they want to convert to the new
format or abort editing. Fixes #20626.
2. If the config_version is higher than the expected one (project
from a more recent and incompatible engine version), projects are
grayed out and can't be edited. Fixes #18758.
When editing from the command line, the behaviour is unchanged:
projects in situation (1) are automatically converted, while projects
in situation (2) show an error message (made more explicit).
The "Run" option from the project manager was not changed, so it will
still run (1) projects without converting them, and fail running (2)
projects.
Co-authored-by: groud <gilles.roudiere@gmail.com>
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Also French translation update and misc fixes to source strings.
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Add sorting to the project manager
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This also select default project name text for convenience.
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If this is undesired it can be avoided by specifying builtin_certs=no .
Bundled SSL certs will be used unless you specify an override in:
Project Settings -> SSL -> Certificates .
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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This closes #21525.
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Scale the project manager window size with the editor scale
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Now this button is always shown in the project manager. Fixes #20799.
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Add clear button to search fields
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- Add pressed state to clear button
- Enable clear button on all inputs with search icon
- Remove duplicate clear buttons
- Fix rendering of icon for center and right alignments
- Add clear button to more search fields
- Add clear icon to default theme
- Add method to control enabled state of clear button
- Add property to enable clear button from inspector
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This also makes the project search field slightly larger.
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0e29f7974b59e4440cf02e1388fb9d8ab2b5c5fd
A couple of null appends got typoed to append a '0' character instead.
Removed them here since String already takes care of the null terminator for us.
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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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Background:
Commit 2abec59db96496611bb16dd1300d9b7d3def9780 removing text_changed
signal emmision from LineEdit::set_text broke the project manager and
find_in_files.
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This adds more scaling options, in addition to a custom scaling option
which allows any scale between 0.75 and 3.0 to be used.
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The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
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