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2021-02-25Merge pull request #40276 from Taywee/masterRémi Verschelde
remove invalid codeLensProvider value from lsp
2021-02-18Fixed Invalid function bindings #46135Vignesh1-art
Fixed GDScriptLanguageProtocol::notify_client - have 3 arguments, but only 2 are binded
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-28Unify URI encoding/decoding and add to C#Aaron Franke
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
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 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-09LSP: Fix iterator in enum API dumpRémi Verschelde
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.
2020-12-02Refactor DocData into core and editor (DocTools) partsThakee Nathees
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
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
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-08-17GDScript: Fix LSP getting wrong union value on unnamed enumsGeorge Marques
2020-07-22Wrap up GDScript 2.0 base implementationGeorge Marques
2020-07-20Reenable GDScript LSP serverGeorge Marques
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.
2020-07-14Include gdscript warning name in LSP message.Ryan Roden-Corrent
My initial attempt changed this in the gdscript code, which resulted in a duplicate warning name in the builtin editor. We should just append the warning name in the LSP instead. This uses parens to match what is shown in the builtin editor.
2020-07-11remove invalid codeLensProvider value from lspTaylor C. Richberger
codeLensProvider was false, it may not be a boolean like some of the other providers can, only optionally present.
2020-06-15GDScript LSP: Fix wrong error checks added in #39385Rémi Verschelde
Reverts `latest_client_id` back to 0, as I misunderstood how the client IDs are assigned and, without further testing and debugging, I can't say if this was a bug or a valid default value. Similarly, a `latest_client_id` of -1 is no longer raising an error. Fixes #39548.
2020-06-08GDScript LSP: Fix crash in notify_clientRémi Verschelde
`latest_client_id` now defaults to `-1` (invalid ID) instead of `0`. Also fix typo in notification `gdscrip_client/changeWorkspace`, and fix argument names in method binds. Fixes #39375.
2020-05-15Fix incorrect capabilities notification in LSPOliver Frank
(cherry picked from commit 2173d041af711c111d60d1fc1f45f96f4f8c7271)
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.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
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.
2020-04-02Replace more occurrences of NULL with nullptrRémi Verschelde
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky
2020-03-24Move DocData and Collada out of their subfoldersRémi Verschelde
Now that the unused DocDump was removed, the `editor/doc` subfolder is redundant. Similarly, there's no reason for Collada to have a subfolder for itself when glTF or OBJ don't.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
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`.
2020-03-08Merge pull request #36683 from rafaeldelboni/masterRémi Verschelde
Return only scenes for script owners on LSP completion
2020-03-07fix: Return only scenes for script owners on LSP completionRafael Delboni
Fix: #36680
2020-03-05typo in gdscript_workspace.cpp/remove_cache_parser() fixedThakee Nathees
2020-02-25Improve LSP completion using scene ownerRafael Delboni
Fixes: #36473
2020-02-23Fix crash after closing a GDScript LSP sessionOliver Frank
2020-02-20Migrating language server from Websockets to raw TCPof9
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-12Fix hover symbol content positiongeequlim
2020-01-28Fix static functions loop using class' functionsFrancois Belair
Besides being incorrect, it also caused a hard editor crash for purely static classes or classes with more static functions than methods.
2020-01-15Prevent GDScript language server from listening to external hosts by defaultHoukime
* Add bind_ip property to WebSocketServer defaulting to "*" (listen to everyone) * Set default for GDscript Language Server to listen only to localhost Fixes potential security issue with GDScript language server being exposed to the broad net by default. Since it is the server which primary usage is to provide utility to the local editor there is no need to expose it.
2020-01-15Fix typos with codespellRémi Verschelde
Using codespell 1.16.0. See ab3bccdb78cc7dffb6ab796053ef63489f05558d for procedure.
2020-01-13Fix infinite loop error in document link parsingGeequlim
2020-01-11Remove completion triggers for ',' and '(' which may conflict with signature ↵geequlim
helper
2020-01-11Allow enable/disable threading for LSP servergeequlim
Restart LSP server when configurations change without restart the editor
2020-01-10LSP: Fix bracket completion for functions with one argumentGeequlim
2020-01-09GDScript LSP: Implement signatureHelpgeequlim
Enable smart resolve default to true as it is required for script symbol lookup
2020-01-04GDScript LSP: Implement goto declarationgeequlim
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.