Age | Commit message (Collapse) | Author |
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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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See https://github.com/godotengine/godot/issues/16863#issuecomment-685236980.
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ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
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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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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
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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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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
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objects and made them default.
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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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This also fades out shortcut labels for unassigned shortcuts,
which makes for easier visual grepping.
This closes #33299.
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This also fixes the prompt in the editor shortcuts dialog
while removing duplicated code.
This closes #33305.
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This fades out messages originating from the editor to make messages
printed by the project stand out more.
This also tweaks wording in some editor messages for consistency.
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Add `popup_centered_clamped()` method to Popup
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- Also replace redundant duplicate code in editor dialogs with calls to popup_centered_clamped()
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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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This makes the color match the warning icon placed besides the label.
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editor restart. Fixes #23874
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Happy new year to the wonderful Godot community!
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Fixes the following Clang 7 warnings:
```
drivers/gles3/rasterizer_scene_gles3.cpp:1260:10: warning: variable 'target' is used uninitialized whenever switch case is taken [-Wsometimes-uninitialized]
drivers/gles3/rasterizer_scene_gles3.cpp:1280:10: warning: variable 'target' is used uninitialized whenever switch case is taken [-Wsometimes-uninitialized]
drivers/gles3/rasterizer_scene_gles3.cpp:1281:10: warning: variable 'target' is used uninitialized whenever switch case is taken [-Wsometimes-uninitialized]
drivers/gles3/rasterizer_scene_gles3.cpp:1282:10: warning: variable 'target' is used uninitialized whenever switch case is taken [-Wsometimes-uninitialized]
drivers/gles3/rasterizer_scene_gles3.cpp:1286:5: warning: variable 'target' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized]
editor/editor_properties_array_dict.cpp:982:15: warning: variable 'change_index' is used uninitialized whenever 'if' condition is false [-Wsometimes-uninitialized]
editor/editor_properties.cpp:2655:6: warning: variable 'lt' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized]
editor/settings_config_dialog.cpp:367:11: warning: variable 'current_search_box' is used uninitialized whenever 'if' condition is false [-Wsometimes-uninitialized]
```
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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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- Add pressed state to clear button
- Enable clear button on all inputs with search icon
- Remove duplicate clear buttons
- Fix rendering of icon for center and right alignments
- Add clear button to more search fields
- Add clear icon to default theme
- Add method to control enabled state of clear button
- Add property to enable clear button from inspector
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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Increases settings apply speed and added deferred color setting to ColorPicker
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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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Fix #14838
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