Age | Commit message (Collapse) | Author |
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- 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
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Moves cursor to and selects "new_script" in Create Script dialog
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When Create Script dialog pops up, the cursor in the Path LineEdit is
moved to the "new_script" name placeholder and it is selected.
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Happy new year to the wonderful Godot community!
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Prevent built-in-scripts from being made from FileSystem dock
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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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Happy new year to the wonderful Godot community!
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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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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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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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