Age | Commit message (Collapse) | Author |
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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.
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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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Mono: Avoid invalid class names.
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Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes #12483
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Since the file in the filepath is irrelevant when setting the file
as built-in, changes have been made to allow setting to built-in
even if the file in the path exists.
Fixes #16425
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Fixed "Attach Script" dialog's file dialog labeling
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This reverts commit 227238b4246d335910c364188ce9233fc70ddc65.
This dialog is used to both open and create scripts, so it needs to have
the features of the save dialog.
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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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As spotted by @robfram, closes #15288.
Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
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Happy new year to the wonderful Godot community!
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Pressing Enter key creates or loads script on Attach script window
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Focus path field after seleting file browser on Attach script window
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We only need to validate the class name when creating a new script, existing scripts already have one.
Fixes #14643
Supersedes/Closes #14684
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Also to prepare for upcoming refactoring for XDG support.
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Changed FileDialogs for EditorFileDialogs in EditorNode.
Updated CheckButton.
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- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
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Fixes #12261
Signed-off-by: Jakob Sinclair <sinclair.jakob@mailbox.org>
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Fixed create script editor dialog not changing extension
Options menu for inspector element is bigger
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-Added system for feature overrides, it's pretty cool :)
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Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.
Ideas for further improvements:
- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
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Fixes a bunch of the most spammy console errors introduced by recent refactorings:
- `AudioServerState` does not exist, this was the reference to it in the source. The surrounding code made it clear that `AudioServerLayout` was meant to be used instead.
- `StreamCSVTranslation` same here, it's the only reference. I went with `Translation` here, but I'm not 100% sure on this one.
- Some methods have been moved from `Texture` to `Image`, but the old bindings were still there.
- A few `name == ""` errors related to duplicating nodes.
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Untangled a lot of Controls logic code and placed it in one place.
Which squashed few bugs and made code easier to maintain.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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