Age | Commit message (Collapse) | Author |
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fix https://github.com/godotengine/godot/issues/64477
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kleonc/range-fix-single-arg-optimized-type-mismatch
[GDScript] Fix type mismatch in optimized single arg `range`
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Support for checking that Projection is(not) null
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Fix property getter with custom return type
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Unify usage of GLOBAL/EDITOR_GET
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Fix enum type to use int64_t instead of int in GDScript
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Added custom node export
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`GDScriptAnalyzer` Fix math utilities crashing when invalid args are passed
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Allow non-constant string message for assert
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Fix minor mistakes throughout the documentation
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Tweak `@GDScript` documentation overall
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- Made use of [param] more frequently,
- Link to other classes' documentation more often, improve the examples.
- Made the writing style closer to how the rest of the documentation is formatted.
- Ensure these are called "functions", not "methods".
- Add [b]Warning:[/b] where more appropriate than [b]Note:[/b]
Most notably, removed " It must be a static string, so format strings can't be used.", as this behavior is actually a bug.
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when static functions are called directly from objects
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Implement RETURN_VALUE_DISCARDED warning in GDscript
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change warnings=all to use /W4.
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Fix `hide_slider` vs `no_slider` inconsistency in editor property code
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GDScript/C#: Tweak error message for invalid script type for object
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LSP: Fix GDScript doc comments
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- Add leading and trailing spaces within dictionaries, as the `{}`
characters are hard to distinguish from `[]` on some fonts.
This is especially helpful with empty arrays and dictionaries.
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See #66870.
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documents before saving
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
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Fix more highlighting bugs
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Using codespell 2.3-dev from current git.
And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
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Fix highlighting after value keywords
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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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