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AgeCommit message (Collapse)Author
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-02-06Snap VisualScript comment to grid when resizingKanabenki
2021-02-01Replace ColorN and from HTML with a string constructorAaron Franke
2021-01-25Fix minimap capturing events and improve its themeYuri Sizov
Add an editor setting for minimap opacity in visual editors
2021-01-07Merge pull request #44918 from Chaosus/vs_assign_default_valueRémi Verschelde
Auto-assign default value for variable in visual script on type changing
2021-01-04Merge pull request #44914 from swarnimarun/master-visualscript-refactorRémi Verschelde
Fix doc for the VisualScript class after #39649 PR
2021-01-05Fix doc for the VisualScript class.Swarnim Arun
2021-01-04Auto-assign default value for variable in visual script on type changingYuri Roubinsky
2021-01-04Merge pull request #39649 from swarnimarun/master-visualscript-refactorRémi Verschelde
Visual Script Refactor
2021-01-04doc: Sync classref with current sourceRémi Verschelde
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 🎆
2021-01-01Refactoring Visual ScriptSwarnim Arun
* for bloat from hacks for default function * for ease of development nodes becoming detached from functions
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-18Fix broken members panel in visual script editorYuri Roubinsky
2020-12-14Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal
Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
2020-12-05Remove connect *_compat methodsAaron Franke
2020-12-02Refactor DocData into core and editor (DocTools) partsThakee Nathees
2020-11-29Documentation generation for GDScriptThakee Nathees
- ClassDoc added to GDScript and property reflection data were extracted from parse tree - GDScript comments are collected from tokenizer for documentation and applied to the ClassDoc by the GDScript compiler - private docs were excluded (name with underscore prefix and doesn't have any doc comments) - default values (of non exported vars), arguments are extraced from the parser - Integrated with GDScript 2.0 and new enums were added. - merge conflicts fixed
2020-11-28Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde
Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-11-23Implement new shortcuts system.Eric M
unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
2020-11-20doc: Warn about using Node internal processingRémi Verschelde
See #43689. Also 'fixed' some spelling for behavior in publicly visible strings. (Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling war.)
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-11Refactor variant built-in methods yet again.reduz
* Using C-style function pointers now, InternalMethod is gone. * This ensures much better performance in typed code. * Renamed builtin_funcs to utility_funcs, to avoid naming confusion
2020-11-09Variant: Sync docs with new constructors, fixups after #43403Rémi Verschelde
Change DocData comparators for MethodDoc and ArgumentDoc to get a better ordering of constructors.
2020-11-09Variant: Rename Type::_RID to Type::RIDRémi Verschelde
The underscore prefix was used to avoid the conflict between the `RID` class name and the matching enum value in `Variant::Type`. This can be fixed differently by prefixing uses of the `RID` class in `Variant` with the scope resolution operator, as done already for `AABB`.
2020-11-09Refactored variant constructor logicreduz
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
2020-11-07Refactored variant setters/gettersreduz
-Discern between named, indexed and keyed -Get direct access to functions for typed GDScript and GDNative bindings -Small changes to some classes in order to work with the new setget binder
2020-11-06Refactored Variant Operators.reduz
-Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-11-06Exposed randi_range to global funcs + renamed rand_range to randf_rangeYuri Roubinsky
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-10-25Optimize SVG using `svgcleaner --multipass`Hugo Locurcio
This decreases the editor binary size by about 8 KB.
2020-10-20Removed underscore from GraphEdit begin/end_node_move signalsYuri Roubinsky
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-12Bind missing constant in VisualScriptPropertyGetTomasz Chabora
2020-10-08Merge pull request #42610 from jak6jak/set_valuesRémi Verschelde
Fixed a bug which caused Set Index to not function
2020-10-06added temp variable because *p_inputs[2] is the same as *p_outputs[0]Jacob Edie
2020-09-18Merge pull request #41861 from Razoric480/fix-vscript-value-by-typeRémi Verschelde
Add a function to sanitize variant values in visual script
2020-09-18Add a VScript func to sanitize variant valuesFrancois Belair
Fixes #27611
2020-09-10Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb23
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-08-31Add link titles for all links in the class referenceHugo Locurcio
This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
2020-07-27Make all String float conversion methods be 64-bitAaron Franke
2020-07-26Make unsaved scripts in the script editor more user-friendlyAndrii Doroshenko (Xrayez)
Unsaved scripts were previously displayed with blank tabs, which are mostly a result of deleted or improperly moved scripts. This patch makes sure that those kind of scripts are displayed as "[unsaved]" now, and ensures that scripts are removed from the list while deleting scripts from the filesystem dock preventing the unsaved tabs to appear in the first place (a user is already prompted with "no undo" warning while deleting any file). A user is always prompted to save those "[unsaved]" scripts if they attempt to close them without saving in any case except as described above.
2020-07-26Merge pull request #33760 from nekomatata/script-editor-init-optimizationRémi Verschelde
Optimized ScriptEditor initialization when many scripts are loaded
2020-07-22VisualScript: Fix -Wduplicate-branches warningRémi Verschelde
When VSDEBUG is a no-op (default), those branches did the same (nothing).
2020-07-17Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp
This change avoids the editor to freeze for several seconds when a project with lots of scripts is loaded in the editor. It focuses on a few heavy operations previously executed on all previously loaded scripts: - Initialize script resource (script validation/parsing) only on focus - ScriptTextEditor: code editor and edit menu are added to the scene only on focus - Add to recent scripts only when opening new scripts (load/save scene metadata)