Age | Commit message (Collapse) | Author |
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This keeps things consistent with the rest of Godot, which uses the
American English spelling of Color.
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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Rename the `type` parameter to `node_type` in Theme and Control
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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This makes it clearer that it expects a node type as a string
(such as "Label") instead of a type like "TYPE_ARRAY".
This is backwards-compatible since only the name of the parameter
is changed, not its order.
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
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Rename editor plugins to match the new node names.
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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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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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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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This closes #30144.
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CONNECT_REFERENCE_COUNTED
Also, cleanup unnessesary calls to update() and NOTIFICATION_THEME_CHANGED.
Fixes #25904.
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Happy new year to the wonderful Godot community!
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Fixes the bad calculation of margin & anchors when child of Node2D
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hasher, this was leading to some severe slowdown in scenarios
-Fixes to some duplication scenarios for instanced scenes
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
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Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
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Make Button not emit press when container is scrolled
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This fixes the problem described in #13996 in a proper way.
This also adds "deadzone" property to ScrollContainer. It can be used
on mobile, where taps are not as precise as mouse clicks. Player could
slightly move their finger when tapping, in which case we still want
the button to be pressed rather than the container to be scrolled.
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grow from its center.
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suprised that set_anchor changes the margins values
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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to what can already be done with focus neighbours.
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set_anchors_and_margins_preset(PRESET_WIDE)
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