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path: root/editor/script_create_dialog.cpp
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2020-05-31Prevent crash attaching a script with no languages registeredAndrii Doroshenko (Xrayez)
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.
2020-05-10Style: 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.
2020-04-04Warn about built-in script limitations in the script creation dialogHugo Locurcio
This partially addresses #31758.
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
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.)
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-15Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky
2020-02-15Fix script icon not showing at startup bugSkyJJ
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-03Fix built-in script creation loading existing scripts by mistakeMichael Alexsander
2020-01-10Make ScriptCreateDialog's script valid message a bit more clearerMichael Alexsander
2020-01-09Add option to disable loading scripts in ScriptCreateDialogMichael Alexsander
2020-01-08Minor fixes for ScriptCreateDialogMichael Alexsander
2020-01-03[Mono]: the C# script icon is now visible in the editor.dankan1890
2020-01-01Merge pull request #34721 from dankan1890/ext_fixRémi Verschelde
ScriptCreateDialog: Suggested language extension now matches the selected language.
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.
2020-01-01ScriptCreateDialog: Suggested language extension now matches the selected ↵dankan1890
language. Fixes #34711
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-09-27Cleanup the "Attach Node Script" dialogMichael Alexsander Silva Dias
2019-09-04Add overriden properties to the documentationBojidar Marinov
Fixes #31855
2019-08-22Allow to define and load script templates per projectAndrii Doroshenko (Xrayez)
Previously it was only possible to create custom script templates per editor instance which could lead to certain name collisions, but now one can create such templates per project tailored for specific use cases. The default path to search for custom script templates is defined in project settings via `editor/script_templates_search_path` setting as `res://script_templates` path, yet this can be configured per project. Templates have at most two origins now: 1. Project-specific, defined in `ProjectSettings`, for instance: - res://script_templates/ 2. Editor script templates, for instance: - %APPDATA%/Godot/script_templates/ As script templates can have the same name over different paths, the override mechanism was also added, enabling project-specific templates over the editor ones.
2019-08-12Display language icons in script create dialogAndrii Doroshenko (Xrayez)
2019-07-10Allow dots for class name in popup dialogEv1lbl0w
Signed-off-by: Ev1lbl0w <ricasubtil@gmail.com>
2019-07-04Use CheckBoxes in the editor instead of CheckButtons when applicableHugo Locurcio
CheckButtons should only be used if toggling them has an immediate effect. Otherwise, CheckBoxes should be used.
2019-06-29ScriptCreateDialog should emit the script_changed signal firstLikeLakers2
2019-06-11Fix script create dialogJames Buck
- Correctly validate parent/class names - Trigger parent validation when selecting from buttons - Fix enabling/disabling parent buttons - Clear class name if not supported - Minor cleanup
2019-05-02Hide "Built-in Script" option in the script creation dialog when not possibleMichael Alexsander Silva Dias
2019-05-02Make small changes to the script dialogMichael Alexsander Silva Dias
2019-05-02Fix script dialog asking for correct inheritance when not neededMichael Alexsander Silva Dias
2019-04-30Fix script dialog path validation to handle spaces correctlyDrNochi
2019-04-30Merge pull request #25708 from SeleckyErik/issue-25611-script_dialog_cursorRémi Verschelde
Moves cursor to and selects "new_script" in Create Script dialog
2019-04-30Merge pull request #26022 from lupoDharkael/create-scriptRémi Verschelde
Add class tree selection to script inheritance selection
2019-04-21Improve wording of various messages and make casing more consistentHugo Locurcio
This also adds the number of selected projects to the confirmation dialog that appears before removing projects.
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-18Add class tree selection to script inheritance selectionlupoDharkael
2019-02-08Moves cursor to and selects "new_script" in Create Script dialogErik
When Create Script dialog pops up, the cursor in the Path LineEdit is moved to the "new_script" name placeholder and it is selected.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-16Create built-in script properlyvolzhs
2018-09-23Prevent built-in-scripts from being made from FileSystem dockDualMatrix
Prevent built-in-scripts from being made from FileSystem dock
2018-09-15Remove unnecessary "OK"s text settingsMichael Alexsander Silva Dias
2018-09-12Fix default script name in ScriptCreateDialogRémi Verschelde
It would default either to '.gd' when created from the script editor, or to 'res:///NodeName.gd' (three '/') when created from the scene tree dock.
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
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.
2018-09-08Fix ScriptCreateDialog passing script w/ no filenamewillnationsdev
2018-07-04Expose ScriptCreateDialog to EditorPluginwillnationsdev
2018-03-15Merge pull request #17388 from Hinsbart/mono_class_nameRémi Verschelde
Mono: Avoid invalid class names.