Age | Commit message (Collapse) | Author |
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Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.
To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.
If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.
Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
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SceneTreeDock will now only attach scripts to the selected node if the ScriptCreateDialog was opened from the SceneTreeDock
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Keep GDScript functions in stack while yielding
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Improve bookmarks
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Remove unnecessary code and add some error explanations
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Replace ` + "/" + ` with `String::file_add()`
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Headless CI/CD crash fixes
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Better pre-selection of search result node in "Create New Node" dialog.
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Export paths are now saved as relative paths
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Auto-change file extension in EditorFileDialog when filter changes
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If the target directory does not exist, it will be recursively created.
Export paths are now saved as a relative to the projects base directory
Renamed relative_to function to final_path_from_relative which takes a relative path and outputs the final path from a string that represents a directory.
Added relative_path_from_final which takes in a final path and outputs a relative path if possible. If not possible it outputs the relative path that represents the current directory.
If the target directory does not exist when exporting the project, then it is recursively created.
Removed final_path_from_relative function
Changed DirAccess into DirAccessRef for automatic object destruction
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ScriptCreateDialog was opened from the SceneTreeDock
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Applied some of FALLTHROUGH macro usage from #30122
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compiler that this is intended.
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Add support for creating editor icons per module
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Added convertor from VisualShader to Shader
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Remove bogus nulls from generated default values
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"Anomalous backslash in string: '-'" in extract.py
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Fix memory leak in Tilemaps
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use vformat for duplicate strings
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Add option to input value in EditorPropertyEasing. Fixes #8449
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Also, fix crash in PluginScript destructor.
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many strings in visual_shader_editor_plugin.cpp does not use vformat for duplicate strings making it harder to translate
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Add default values to the editor help, docs, and generated RST
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LikeLakers2/resourcepropertyeditor-selection-bugfix
Fix an EditorPropertyResource bug where clicking on the flat buttons …
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pylint is complaining that an "Anomalous backslash in string: '\-'"
The string constant might be missing an 'r' prefix.
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not select the property in the inspector
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The functionality is similar to how `doc_classes` are retrieved per module.
The build system will search for custom icons path defined per module via
`get_icons_path()` method in `config.py` or default icons path.
If such paths don't exist, only the editor's own icons will be built.
Most module icons were moved from editor/icons to respective modules.
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Double-clicking on the EditorPropertyEasing widget (e.g. for the Light
Attenuation parameter) shows an EditorSpinSlider to set the value manually.
Fixes #8449.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
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Shows menu when dragging connection on empty space in visual shader
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Centers the 2D viewport in the editor
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Remove redundant code, possible NULL pointers and others
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Also search for substrings in class types, not just subsequences. If for
the current search term a substring has been found in a class type name,
prefer the substring match over the subsequence.
Fixes #26010
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Make visibility of update spinner editor-wide, hidden by default
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- Make visibility of the spinner and "update always" option editor-wide,
rather than per-project metadata.
- Add options "Show Update Spinner" and "Update Continuously" under
Editor Settings > Interface > Editor. Both options are false by
default.
- Rename some variables and constants to be more consistent and clearer:
"update always" -> "update continuously", "update changes" -> "update
when changed", "update menu" -> "update spinner", "circle" -> "update
spinner".
Fixes #23738.
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We already had support for parsing and saving theme_item descriptions
in DocData, and displaying it in the editor, but doctool would drop the
changes as it was not writing them back to the XML.
Part of #29868.
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Allow to remove 2D editor bounds
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