Age | Commit message (Collapse) | Author |
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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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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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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.
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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.)
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objects and made them default.
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- Use the editor-defined error, warning and success colors for
preview texts.
- Make the "Regular Expressions" option into a CheckButton
(as it does something as soon as it's toggled) and move it out
of the Advanced Options submenu.
- Make it clearer that the error message originates from an invalid
regular expression.
- Clarify what the number means in the regex error message.
- Tweak some strings' casing for consistency.
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This prevents the editor theme from being created twice.
This speeds up the project editor and editor startup
significantly; startup is now 1.3 times faster on average
(tested on a debug build). RAM usage was also lowered by 7.5 MB
on average.
This partially addresses #35321.
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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.
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CheckButtons should only be used if toggling them has an
immediate effect. Otherwise, CheckBoxes should be used.
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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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Happy new year to the wonderful Godot community!
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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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