Age | Commit message (Collapse) | Author |
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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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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.
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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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Return only scenes for script owners on LSP completion
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Fix: #36680
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Fixes: #36473
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objects and made them default.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Besides being incorrect, it also caused a hard editor crash for purely
static classes or classes with more static functions than methods.
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* 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.
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Using codespell 1.16.0.
See ab3bccdb78cc7dffb6ab796053ef63489f05558d for procedure.
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helper
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Restart LSP server when configurations change without restart the editor
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Enable smart resolve default to true as it is required for script symbol lookup
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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.
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Using codespell 1.16.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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This decreases the language server's CPU usage.
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lsp: Send godot class tree to clients
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from LSP clients
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Add custom notification 'gdscript/show_native_symbol' to show native symbols in clients.
Close client connections when stop gdscript-lsp
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This closes #32090.
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This fades out messages originating from the editor to make messages
printed by the project stand out more.
This also tweaks wording in some editor messages for consistency.
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This action will show help for target symbol in godot editor and bring the godot editor window to foreground
Improved markdown documentation for symbols.
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Expose GDScriptLanguageProtocol singleton and classes for editor plugins (Not visiable in class tree)
Fix minor bug in symbol resolve
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Drop test initialize message sent to client
Remove unused code property for the parser class
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Only level one inner classes would be resolved currently but it sould cover most real world use case
Improve documation parseing for const values
Improve documation format for native symbols
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Improved uri and workspace path translatation on windows platform.
The smart resolvation is much faster than builtin's in the server side.
The smart resolve mode is still disabled as default as the clients might be slow with a planty of completion items.
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The smart resolvaion can guess most symbols but it might be slow so disabled by default users can turn on it in the editor setting
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