Age | Commit message (Collapse) | Author |
|
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.
|
|
Fix "find and replace" initializing with wrong size
|
|
Fix the code editor outside the allowed limits.
|
|
Fix #19510.
|
|
|
|
also fix error when removing multiple tabs from TabContainer at same frame.
like closing multiple docs at once.
Fix #16403
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
|
|
set_anchors_and_margins_preset(PRESET_WIDE)
|
|
Added border for tabs + container.
|
|
- moved tabConetent position to be more reasonable.
- fixed drawing order to allow those kind of styles.
|
|
Add missed bindings for enums
Move some enums to class to have correct output of api.json
|
|
|
|
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
|
|
Partial revert of #10380 based on contributor ~~bullying~~ feedback.
|
|
Also renames `set_message_translation` to `set_message_localization`
for consistency.
|
|
Fixes #10244.
|
|
|
|
|
|
|
|
Make the naming consistent with other classes.
|
|
this might cause bugs I haven't found yet..
|
|
This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
|
|
|
|
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
|
|
|
|
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
|
- Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again.
- Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index.
- Add documentation for the added function and signals. Fix a typo too.
|
|
|
|
|
|
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
|
This saves typing and is a step towards fixing #56
|
|
|
|
visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
|
|
differentiated than generalized _input
|
|
Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
|
|
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
|
|
profiler yet.
|
|
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
|
|
Fixed error: set_current_tab print on project open
|
|
|
|
|
|
|
|
-Implemented HiDPI detection and support for Godot Editor!
|
|
|
|
|