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path: root/editor/project_settings_editor.cpp
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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: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
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.
2020-05-13Update game controller enums.Marcel Admiraal
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-04-17Implement global and per instance shader uniforms.Juan Linietsky
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-03-16prevent joypad button input dropdown going out of dialogalvaroHernandez
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-02-28Signals: Fix signals error prints for the new signal systemMateo Dev .59
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
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.)
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-05Improve icons in the Input Map editorHugo Locurcio
- Add a disabled icon for built-in inputs with a tooltip explaining why they can't be removed. This also makes the Add button's horizontal position consistent between built-in and custom inputs. - Fade out input event icons slightly to make them easier to distinguish from action icons. - Remove unnecessary punctuation from mouse button and joypad event descriptions.
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
2019-11-13Disable ok button if no key is selected when adding event to an actionGilles Roudière
2019-11-07Merge pull request #32527 from OsamaElHariri/fix_locale_filterRémi Verschelde
Fix locale filter in project settings editor
2019-11-04Fix key names being wrongly capitalized in the input map editorHugo Locurcio
This also fixes the prompt in the editor shortcuts dialog while removing duplicated code. This closes #33305.
2019-10-25Fix off-by-one error in the Project Settings type dropdownHugo Locurcio
This closes #33075.
2019-10-14Small fixes to redundand code, copy paste bugsqarmin
2019-10-07Allow all Variant types to be added as project settingsHugo Locurcio
2019-10-06Focus the search box when pressing Ctrl+F in Project/Editor SettingsHugo Locurcio
2019-10-03Fix locale filter in project settings editorOsama El Hariri
2019-09-27Fix crash when moving an action into itself in the Input Map editorMichael Alexsander Silva Dias
2019-09-24Merge pull request #31970 from HaSa1002/i18nRémi Verschelde
Fixed out of range crash on remapping files for translation
2019-09-23Add some missing feature tags to the "Override For..." menuHugo Locurcio
This closes https://github.com/godotengine/godot-docs/issues/2782.
2019-09-23Merge pull request #31061 from Abstract-Everything/input-actions-reorder-uiRémi Verschelde
Input actions can be reordered by drag and drop.
2019-09-10Fix right click crash in Locales FilterlupoDharkael
2019-09-05Input actions can be reordered by drag and drop.J-Camilleri
2019-09-04Fix out of range crash on remapping filesHaSa1002
2019-08-30Merge pull request #25353 from azagaya/masterRémi Verschelde
Use also invisible tabs to calculate minimum size of tab container
2019-08-30Make tab containers in editor, project settings, and export dialog, to use ↵azagaya
hidden tabs for min size computation.
2019-07-20Merge pull request #30576 from qarmin/lgtm_coverageRémi Verschelde
Changed some code reported by LGTM and Coverity
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-15Added DualShock Equivalents to Joypad Button 10 and 11Daniel Larson
2019-07-01Merge pull request #30126 from qarmin/remove_unnecessary_codeRémi Verschelde
Remove unnecessary code and add some error explanations
2019-07-01Remove unnecessary code and add some error explanationsqarmin
2019-07-01Tweak gamepad button names to be consistent with the documentationHugo Locurcio
2019-06-26Some code changed with Clang-Tidyqarmin
2019-05-28Merge pull request #28454 from homer666/popup-centered-maxsizeRémi Verschelde
Add `popup_centered_clamped()` method to Popup
2019-04-30Merge pull request #25720 from qarmin/fix_hide_search_project_settingsRémi Verschelde
Clear SearchBox when unclick SearchButton
2019-04-30Merge pull request #27707 from Calinou/tweak-message-wordingRémi Verschelde
Improve wording of various messages and make casing more consistent
2019-04-30Add Popup::popup_centered_clamped methodhomer666
- Also replace redundant duplicate code in editor dialogs with calls to popup_centered_clamped()