Age | Commit message (Collapse) | Author |
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Add `popup_centered_clamped()` method to Popup
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Clear SearchBox when unclick SearchButton
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Improve wording of various messages and make casing more consistent
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- Also replace redundant duplicate code in editor dialogs with calls to popup_centered_clamped()
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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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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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This makes the color match the warning icon placed besides the label.
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Fixes #27113, a regression from 6daed7d12294b3f47f1ecb309d2e2b5b225ee663
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Fixes #25316.
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editor restart. Fixes #23874
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Happy new year to the wonderful Godot community!
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Fixes #20898.
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Updates the following plugins:
- ConnectionsDialog
- ScriptEditorDebugger
- ItemListEditorPlugin
Also drop now unnecessary compatibility methods.
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Add PluginConfigDialog.
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Do not call _update_actions when only changing deadzone
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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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Because changing the deadzone with a click happens during
_propagate_mouse_event the tree is always blocked leading to a crash. We
don't actually need to update actions here anyway.
This fixes #20184
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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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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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Fix all Input Map actions expand when an event is modified
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Increases settings apply speed and added deferred color setting to ColorPicker
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(cherry picked from commit 74808e71d213888d40671246ace3c701dd674a2b)
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
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Adjust default editor dialog window sizes
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This is accomplished by setting a special value (-1) to the device variable
in the InputEvent that's being used to compare with the one received from the OS.
This special value is invalid for a regular input, so it should be safe.
Implements #17942
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Add a new function to check action names, `_validate_action_name`, in
the spirit of `_valprop`. Offending characters include non-printable
ascii, and `\/=:"`. Also set only one text for the UI message.
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Update icons when theme changed
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Now the action name is quoted if it contains spaces. Also, quotation
mark (") is added to the forbidden character list for action names, as
it was also a bug.
Fix #17322
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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