Age | Commit message (Collapse) | Author |
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(cherry picked from commit bcedd097426403f25098f44038c79bc39a8131c6)
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Improve consistency in file order
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consistency.
Fixes #37721.
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Make all file access 64-bit (`uint64_t`)
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Make Sort by X strings translatable
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This makes font oversampling work out of the box, while also increasing
the supported character set's size. The default font is now larger
as well to better fit today's screen resolutions.
The OpenSans SemiBold font was chosen for two reasons:
- Small file size, yet its character set supports Latin-1 and Cyrillic
text.
- A heavier font weight looks better in most "game" scenarios and is
more readable against mixed-color backgrounds.
This is considered a breaking change as it changes the default font's
metrics, which will likely affect how Control nodes are laid out in
scenes (unless a custom font is in use).
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This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Fix formatting for the docs
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Add `get_base_editor` to `ScriptEditorBase`
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Add "Support Godot Development" option to the editor's Help menu
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Make shortcut focus searchbar in filesystem dock
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(cherry picked from commit f6c29d1cf5eddebbace38172c0f30b6d4ab5e5f2)
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Improve Project Settings Editor
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Closes godotengine/godot-proposals#1545.
Closes godotengine/godot-proposals#2452.
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Keep custom editor theme when changing editor settings
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Remove plugin from enabled plugins, if there is an error
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text-editor: fix Clicking warning doesn't center around line #48639
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inform user in warning message
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Refactor remove plugin from enabled
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Allow negative contrast values in the editor theme settings
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Refactor Create Theme menu in Theme Editor
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Fix EditorPropertyResource focus outline being drawn behind the preview
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Add shortcuts for New Scene and New Inherited Scene actions
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- Tweak the dialog messages to be more informative.
- The "Saved N modified resources" dialog is not a warning per se,
so make it more explicit.
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These default to Ctrl + N and Ctrl + Shift + N respectively.
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InputEventWithModifiers properties/methods
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TileSet and TileMap rework (squashed)
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- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
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The custom editor theme is only visible after restarting the editor.
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When using a negative contrast value, the base color will be lightened
to create the derivative colors instead of being darkened.
This can lead to better-looking themes, especially for light themes.
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Adds command+shift+a shortcut to instance a scene
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Remove extra separator in scenetree dock menu
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Highlight control flow keywords with a different color
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Improve ActionMapEditor
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Made Editor Log buttons save their state, per project.
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This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
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