Age | Commit message (Collapse) | Author |
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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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Implement hover
Implement completion documentation resolve
Implement hover documentation
Implement go to definition
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Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'modules/mono'
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Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories.
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And 'CRASH_*_MSG' as well.
Also make error messages puntuation and quotation more consistent.
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"modules/gdnative", "modules/gdscript" directories.
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Add Image.save_exr()
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Change some code proposed by Coverity and Cppcheck
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set during move_and_collide()
Fixes #31144
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Optimize Wrap functions
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Mark class_name line as safe in editor
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Use is_zero_approx(), avoid a negative, and also rename "rng" to "range".
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C#: Fix Color.ToHtml()
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In the Visual Script editor, the override icon is not very clear what it's intended purpose is for. Currently, its tooltip just says: "Function:" which is the same tooltip as the "add new function" icon.
To resolve this issue, this PR adds descriptive tooltips to the following icons in the Visual Script editor:
-Override Function
-Add Function
-Add Variable
-Add Signal
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Signed-off-by: RevoluPowered <gordon@gordonite.tech>
Signed-off-by: K. S. Ernest (iFIre) Lee <ernest.lee@chibifire.com>
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Add a reference to pow to the description of exp.
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Fix 'GDNativeLibrary' editor being incorrectly opened
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Improve platform selection in the GDNativeLibrary dock
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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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* Replace button text with currently selected platforms
* Expand button size horizontally
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Replace radion buttons with checkboxes in GDNativeLibrary editor
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These silently fail, so they should be removed. I accidentally added most of these last year, trying to make everything else consistent with Quat, sorry!
Also, a few tiny nitpicking changes are included, like whitespace and misspellings.
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Always call disconnect before emitting signals, to avoid calling it on a
freed object if the user decides to unreference it in a signal.
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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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Added Vector2/3.direction_to methods to GDNative
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Mono: Fix custom defines for Mono's MSBuild; remove xbuild
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Mono's MSBuild and System/VisualStudio's MSBuild expect a different format for surrounding property values with quotes on the command line.
xbuild does not seem to support semicolons in property values from the command line: https://xamarin.github.io/bugzilla-archives/16/16465/bug.html
It's a good time to just remove xbuild support entirely.
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Fix incorrectly updating csproj and not closing build issues file
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Mono: Don't try to update project assemblies from project manager
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Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location.
This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
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