Age | Commit message (Collapse) | Author |
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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: #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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This closes #38684.
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See #38662.
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Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
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New GPU lightmapper
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Use a different icon for the debugger tab with both warnings and errors
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Rename the Clear Script editor action to Detach Script
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Tweak the editor log selection color to match the current editor theme
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-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
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This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
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This overrides the default blue color.
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Part of #33027.
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Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
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This makes it more obvious that the script won't be modified
in any way.
See comments in #27813.
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This makes it possible to see if both errors and warnings were
pushed without having to open the tab.
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rotation gizmo visible = false; when camera preview
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Hide and keep the mouse in place when the user oribts the scene via the 3D
rotation widget.
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EricEzaM/adjust-stretch-ratio-value-range-and-documentation
Updated editor spin slider to have better behaviour and adjusted control's size_flags_stretch_ratio value range
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size_flags_stretch_ratio value range
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Format remote printerr properly in script debugger output
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EricEzaM/fix-custom-property-revert-implementation
Stop trying to revert to script/class default values when script implementation of property_can_revert exists
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Added uniform qualifiers to visual shaders
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Improved go-to definition (Ctrl + Click)
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(cherry picked from commit 00b56637824392d4adefcd2b406ff6998e02152c)
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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Change non-existent World to World3D
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Proper naming and ordering when Duplicate nodes in SceneTreeDock
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property_can_revert exists
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