Age | Commit message (Collapse) | Author |
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This reverts commit a988fad9a092053434545c32afae91ccbdfbe792.
As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
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String: Add contains().
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Add type icons to Project Settings, Array, and Dictionary editors
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On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
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Happy new year to the wonderful Godot community!
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.
- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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Closes godotengine/godot-proposals#1545.
Closes godotengine/godot-proposals#2452.
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- CheckBox replaced with CheckButton.
- Removed unnecessary code.
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Variant::Type enum values.
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-Change importer defaults in project settings.
-Ability to change them or reset them.
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Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required.
This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
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Godot doesn't support serializing objects.
This closes #33667.
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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 🎆
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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dialog when deleting settings.
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- New layout: advanced options hidden by default, error labels added.
- Disallow adding invalid new settings, or overwriting built-in settings.
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- Moved Localization and InputMap editor code to separate files.
- Removed empty method _item_checked from project_settings_editor.
- Reordered some code for better readability.
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Remove String::find_last (same as rfind)
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Project Settings 'restart' message put focus on editor rather than project itself
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itself
Fixes: #39613
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