Age | Commit message (Collapse) | Author |
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Saves asset md5sum's in a file that doesn't contain data that needs to be VC'd
Now saves the md5s to a different file (.import.md5)
Now reads the md5's from a separate file
Now uses a file in the .import folder to store md5s
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support for in the future
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It assumed that the version would always be `x.y-status`,
with no dot possible in `status`, so:
- It would not work for 3.0.1-stable (nor 3.0.1.stable with new version logic)
- It would not support Mono templates when we provide them
The validation it did was not really useful anyway, so we just use the raw
string.
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do not show line number and/or file if not defined
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Refactor version macros and fix related bugs
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Mono project export
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The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
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eventually make it possible to in the future.
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Currently staying in sync with the 3.0 branch to give translators a chance
to increase the completion rate of their 3.0 translations for the stable
branch (translation template is synced with the master branch).
(cherry picked from commit 07e24619959af256c9e51304c396bccfa99e1b4c)
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Insert proper copy icon to debugger
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Fix builtin script cannot open from debug stacks
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includes new enum, MeshInstance2D, Skeleton2D, Cut, Copy and Paste icons.
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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Enable snapping in 3D when control key pressed
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gltf: improve embedded data discovery
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stopped.
Clear debugger stack inspector if the debugger is stopped when selected stack changed.
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Some editors seems to use the image resource's mime type (e.g. "image/png") for data embedded uris instead of "application/octet-stream".
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Tileset Editor Improvement
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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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Fix Automatic switch to viewport when playing a scene
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Keep to show current script when closing all docs
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also fix error when removing multiple tabs from TabContainer at same frame.
like closing multiple docs at once.
Fix #16403
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Enable EditorPlugin to add/remove autoloads
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Makes 3D editor grid color update without restart.
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Example:
Could not rename "Objects" to "objects" or vice versa
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Added zoom label to code editor
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Download export templates to a file (instead of memory) using separate thread
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Make status bar label fonts updateable
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Add import option "scale_mesh" to obj file importer
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PEP3101 applied with changing old type string formatting as new ones
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Add Option to disable sort in script list
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2D Editor GUI input rework
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Delete all selected lines using the "delete line" shortcut in script editor
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