Age | Commit message (Collapse) | Author |
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Instantiating a new ProjectSettings is *not* the way to go.
ConfigFile works just fine to read/change a single value.
Fixes memory leaks as the instantiated ProjectSettings was never freed.
Forbid doing this to prevent such problems.
Fixes #25661.
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Add editor setting for AcceptDialog OK/Cancel buttons positioning
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change warnings=all to use /W4.
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The position (left/right) of the Cancel and OK buttons in AcceptDialog
are DisplayServer specific, as Windows uses OK/Cancel and macOS uses Cancel/OK.
Linux/X11 currently uses the macOS convention which is also the GTK+/GNOME one,
though it's not consistent with Qt/KDE applications which follow the Windows
convention.
Since that can't satisfy everyone, it's best if it's configurable also for the
editor (it's already configurable for the project).
Fixes #59379.
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rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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Let the cancel button grab focus to prevent any accident.
Make the full project conversion respect OS specific ok/cancel
positions.
Improve popup sizing and wrapping a bit.
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Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
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[Net] Rename StreamPeerSSL to StreamPeerTLS.
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SSL has been deprectated almost 10 years ago.
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Rename ItemList's bg -> panel
Rename ItemList's bg_focus -> focus
Rename ProgressBar's bg -> background
Rename ProgressBar's fg -> fill
Rename Tree's bg -> panel
Rename Tree's bg_focus -> focus
Rename ScrollContainer's bg -> panel
Rename FileDialog's *_icon_modulate -> *_icon_color
Rename FileDialog's files_disabled -> file_disabled_color
Rename CheckButton's on/off -> checked/unchecked
Rename check_v_adjust -> check_v_offset
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For the Godot Android Editor, this is an inconvenience as it causes the soft keyboard to show and block half of the view
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Rename `CanvasItem.update()` to `queue_redraw()`
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Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on.
Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency.
Just a few comments have also been changed to say "redraw".
In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
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Also rename export name from "HTML5" to "Web".
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`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`
Updates documentation, too.
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Create a SVG default project icon in new projects
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This allows the icon's scale to be changed using the `svg/scale`
import option, including to scales greater than the default 128×128.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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Tweak the default project icon
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Storing the project/favorites list in the EditorSettings makes it
difficult to version-control your editor configuration, as the file will
continually change as you open new projects. It also means a
configuration can't be shared across machines, as they might not have
the same projects or file layout.
Now the project list is stored in $godot_data_dir/projects.cfg.
Each path is a section, which has a boolean favorite value.
If the new config does not exist, the editor attempts to migrate legacy
EditorSettings-based configuration to the new file.
Fixes godotengine/godot-proposals#1637.
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They were left over after changes to master made them obsolete.
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
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Add EditorAssetLibrary::is_available which always returns false in the
Web editor and use it in EditorNode for detection.
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GitHub doesn't allow CORS so we can't download assets from it.
There'd also be more work needed for the Asset Library plugin to be
usable in the Web editor even if that was supported.
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Follow-up to #61215.
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