Age | Commit message (Collapse) | Author |
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Change OK text in snap dialog to OK
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Improve the text appearance in the script editor warnings panel
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dreamsComeTrue/project-manager-grab-focus-on-enter
Grabbing focus on ProjectList after clicking an item.
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Prevent crash attaching a script with no languages registered
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Move `RayShape2D` implementation into its own translation unit
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Fixes: #39012
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Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
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And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
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Extra `_2d` suffixes are removed from 2D methods accoringly.
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Add shortcut for Pan Mode (G)
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Custom Skeleton3DEditorPlugin
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And change TileMap Bucket Fill shortcut to (B).
Fixes #8582.
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Dynamic infinite 3D grid
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This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
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It used APIs that were changed after the PR was last rebased.
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Improve the editor feature profiles UX
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- Make the Ignore button's position identical across all warnings
by moving it to the left.
- Change the Ignore button's text and color to make it more obvious
that it can be clicked.
- Use the editor font instead of the default project font to match
the rest of the editor.
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Well, infinite for all intents and purposes.
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Co-authored-by: Marios Staikopoulos <marios@staik.net>
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Fixes: #38894
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The missing `operator<` definitions caused `Vector::sort()` to fail
sorting those alphabetically by name on Windows (not sure why Linux
isn't affected, I guess GCC/Clang are cleverer and use the operator
from the first struct member).
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Fix error with 'params' when import dock doesn't define any parameter
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related #38864
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Add more missing node icons
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Implementation of the Godot Android Plugin configuration file
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Replace 'add_child_below_node' with 'add_sibling' in Node
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Using command + comma on macOS as default shortcut for editor settings
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Add more missing icons
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Fixes: #19642
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Fixes: #38740
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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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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.
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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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Using clang-tidy's `modernize-use-bool-literals`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-bool-literals.html
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Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
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Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
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Rename the editor action "Revert Scene" to "Reload Saved Scene"
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This option can be used to workaround various issues with stuff
not reloading properly when changes are made.
The option was renamed to clarify the fact that it actually
reloads the scene saved on the filesystem.
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