Age | Commit message (Collapse) | Author |
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- Parse `.po` files from `doc/translations/*.po` like already done
with `editor/translations/*.po`.
- Add logic to register a doc translation mapping in `TranslationServer`
and `EditorSettings`.
- Add `DTR()` to lookup the doc translation mapping (similar to `TTR()`).
Strings are automatically dedented and stripped of whitespace to ensure
that they would match the translation catalog.
- Use `DTR()` to translate relevant strings in `EditorHelp`,
`EditorInspector`, `CreateDialog`, `ConnectionsDialog`.
- Small simplification to `TranslationLoaderPO`, the path argument was
not really meaningful.
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Fix editor crash when stopping game with F8.
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Show theme property descriptions in the inspector
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Fix: #37121
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Alignment of scene pixels on screen pixel ensure a crisp rendering of small features (such as text). Unfortunately, alignment of top left pixel on screen adds a lot of jittering when zooming at high zoom factor.
This change allow to snap the top left scene pixel on the closest screen pixel (not only the top-left most), and we do so only when the scale factor is an integer.
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Sync csproj when files are changed from the Godot FileSystem dock
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Fixed FileSystemDock's `file_removed` and `folder_removed` signals not being
emitted because the emitted was using the wrong signal name.
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For third-party tools - editor_path is stored in project's editor settings
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Style: Set clang-format Standard to Cpp11
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For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
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(cherry picked from commit 0e36b11f9d05bacd5036acc48bf654cbcd5b7628)
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Use checkbox for plugin status instead of option list
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Update all editor viewports after settings changes
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Removed underlining of not clickable symbols
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typedefs: Cleanup unused macros and unnecessary checks
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Fix rotation gizmo for empty Spatials
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We now require a compiler with C++17 support, so we don't need to
check for features added to GCC 5 or Clang 3.2.
Clang builtin availability checks were unused anyway as Clang defines
`__GNUC__` as it's also a GNU C implementation.
Fixes #36986.
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Found via `codespell`
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The AABB for an empty Spatial has 0 size, since the stored and
compared Transform was scaled by the AABB size, it would completely
destroy the rotation information. If there is no rotation
information, the gizmo doesn't update when the rotation changes.
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Made snap relative work on rotation as well
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The line to update the option was missing (rendering it useless).
Of course the only one I didn't know how to test was broken.
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ScriptDebugger refactor, threading, profilers.
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Update snap setting only with OK
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Fix the VIEW_INFORMATION checkbox not being selected (visually)
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Move Debug menu logic to DebuggerEditorPlugin, allow 4 debug instances
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Keeps the filename when marking scene as unsaved
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Co-authored-by: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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(cherry picked from commit 18e021b7cd81afbccf915bd825aaa264a9f608a1)
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restore previous values with cancel
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Generated id of "Display Advanced..." was in conflict with "View Information"
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Shared RemoteDebuggerPeer code between client and server.
Move editor profilers inside editor/debugger folder.
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scene tree to avoid unexpected call
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Drop old semaphore implementation
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This was done by mistake in #36758, but it's not necessary and actual
causes a bug.
`property_changed` is only emitted via `emit_changed()`, which already
has default values for `p_field` and `p_changing`.
Also reverted to using `String` for now to be on the safe side, even if
it's inconsistent with `emit_changed()`. I had only changed it
partially in #36758 so it was inconsistent. It probably does make sense
to port `EditorInspector` and related property editors to use
`StringName` where relevant, but that's for a dedicated PR.
Fixes #36799.
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Fix possible EditorFolding crash when switching scenes
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EditorDebuggerInspector is in tree, so it gets automatically deleted,
when clearing errors the debugger should not fake a process
notification.
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