Age | Commit message (Collapse) | Author |
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This uses double quotes everywhere for consistency.
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The last remaining ERR_EXPLAIN call is in FreeType code and makes sense as is
(conditionally defines the error message).
There are a few ERR_EXPLAINC calls for C-strings where String is not included
which can stay as is to avoid adding additional _MSGC macros just for that.
Part of #31244.
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So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
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Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories.
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"modules/gdnative", "modules/gdscript" directories.
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Mark class_name line as safe in editor
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This might be especially usefull since godot script doesn't support ** or ^ as operators, so beginners might search for the exponential function, when what they really need is the pow function.
This is exactly what happened to me and since I couldn't find helpfull information in the documentation I had to look it up online, where I found the answer on a helpfull [reddit thread](https://www.reddit.com/r/godot/comments/3mvwz0/how_do_i_do_exponents_in_godot/).
@akien-mga told me how to reference methods here:
godotengine#30909
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Disallow using of both tabs and spaces for indentation in the same file
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Closes #7898
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Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
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Added lerp_angle built-in function
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Changed some code reported by LGTM and Coverity
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Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
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"posmod" is the integer version of "fposmod". We do not need a "mod" because of the % operator.
I changed the default arg names from "x" and "y" to "a" and "b" because they are not coordinates. I also changed pow's arg names to "base" and "exp". Also, I reorganized the code in the VS built-in funcs switch statement.
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Remove useless casts to String
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Also, refactor GDScriptFunctionState::_signal_callback, removing some excessive repetition.
Fixes #30269.
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Show static functions inside classes in method list
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This results in slightly smaller binaries (-17 KB for an editor binary)
as no strings need to be allocated.
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Fix parsing of enums allowing for juxtaposed identifiers
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Fixes #28727
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Fix inheriting from class_name messing up constants
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Fixes #29586
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Fixes #8006
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Keep GDScript functions in stack while yielding
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Fix some editor crashes
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Remove unnecessary code and add some error explanations
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Replace ` + "/" + ` with `String::file_add()`
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Applied some of FALLTHROUGH macro usage from #30122
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compiler that this is intended.
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The functionality is similar to how `doc_classes` are retrieved per module.
The build system will search for custom icons path defined per module via
`get_icons_path()` method in `config.py` or default icons path.
If such paths don't exist, only the editor's own icons will be built.
Most module icons were moved from editor/icons to respective modules.
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Proofread and improve the whole class reference
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supposed to fix(#26850)
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- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
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Remove redundant code, possible NULL pointers and others
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wrong argument usage count
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akien-mga/nothing-that-surrounds-us-is-object-all-is-subject
GDScript: Improve error on Object to Object invalid argument calls
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Also move module-specific classes to their own module's `doc_classes`
folder.
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