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2022-06-16Fix EditorScenePostImport templates for C#Raul Santos
2022-06-15Merge pull request #61486 from jtnicholl/import_script_templatesRémi Verschelde
Add script templates for EditorScenePostImport
2022-06-15Add script templates for EditorScenePostImportJonathan Nicholl
2022-05-27GDScript: Support `%` in shorthand for `get_node`George Marques
The `%` is used in scene unique nodes. Now `%` can also be used instead of `$` for the shorthand, besides being allowed generally anywhere in the path as the prefix for a node name.
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-12Add a new HashMap implementationreduz
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-03-28Refactor GDScript/C# script templates logic to be editor-onlyRémi Verschelde
Not a full refactor as it still goes through ScriptLanguage so it's hacky, but at least it can now compile without this.
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-04Cleanup and move char functions to the `char_utils.h` header.bruvzg
2022-02-04String: Add contains().Anilforextra
2022-01-15Improvments for SyntaxHighlightersPaulb23
- Fix immedate Funcion in lamba highlight - Highlight signals as one colour - Highlight node paths as one colour - Highlight escape chars in strings
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-09-21Improve GDScript Editor and Improve latencyGordon MacPherson
Improvements: - GDScript Highlighter is faster by 25% as keys are smaller (hashes instead of strings) - Removes message queue from _apply_settings_change to allow resize to work correctly - Some performance fixes are pending still Note: this resolves the code editor behaving badly when resizing in debug builds
2021-08-26Use OrderedHashMap for autoloads to preserve orderLyuma
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-17Remove underscore hacksMax Hilbrunner
Way less cruft. :) Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-16Reorganise text editor settingsPaulb23
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-15Misc cleanup of header includesRémi Verschelde
Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-06Highlight annotations in the GDScript syntax highlighterHugo Locurcio
By default, a orange color is used to highlight annotations in the script editor.
2021-05-31Rename the bundled text editor themes for consistency with themesHugo Locurcio
The Adaptive text editor theme is the default, and has therefore been renamed Default for consistency with the Default theme preset. It keeps its automatic dark/light switch status. The Default text editor theme was actually a legacy Godot 2-style theme, so it has been renamed to Godot 2 to match the theme preset. Its background color has been changed to be a constant opaque color, since the new editor theme made the theme look less good on a translucent background. The previous background color on light theme also lacked contrast.
2021-05-05Highlight control flow keywords with a different colorHugo Locurcio
This makes them easier to distinguish from other keywords.
2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-26Fix highlight color for class attributes that are also keywordsLucas Van Mol
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-03Switch from recursion to iterative for backfilling colour regionsPaulb23
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-09-03Merge pull request #41459 from Paulb23/nested_color_regionsRémi Verschelde
Fix colour region end key seach and start key order
2020-08-22Fix color region end key seach and start key orderPaulb23
2020-08-19Update GDScriptTranslationParserPlugin to use GDSriptParser instead of RegEx.SkyJJ
2020-08-19Update POT generation to handle context and pluralsSkyJJ
2020-08-08Fix colour region continuation over blank lines, issue 41120Paulb23
2020-07-20New GDScript tokenizer and parserGeorge Marques
Sometimes to fix something you have to break it first. This get GDScript mostly working with the new tokenizer and parser but a lot of things isn't working yet. It compiles and it's usable, and that should be enough for now. Don't worry: other huge commits will come after this.
2020-07-11Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb23
- Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
2020-07-11Expose Syntax highlighter for editor pluginsPaulb23
2020-07-11Convert syntax highlighters into a resourcePaulb23
2020-07-10Add override keywords.Marcel Admiraal
2020-07-05Change translation parser plugin API to parse_file()SkyJJ
2020-07-02Add translation parser plugin supportSkyJJ
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
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.