Age | Commit message (Collapse) | Author |
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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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Support menu key in TextEdit and LineEdit controls
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Related to #15542
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This PR adds the ability to enable/disable shortcut keys and selection for LineEdit/TextEdit. It also updates the context menu when you disable/enable the shortcut keys or selection.
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fix improper uncommenting behavior in TextEditor
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Previously there was some transparency hard coded into TextEdit when in read only mode.
This change adds a custom color for adjusting the font in read only mode.
It also applies when syntax highlighting is on.
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Change several font_selected_color to font_color_selected; the actual name of the override
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Change rules of indenting for spaces
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add const to methods that return literals
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Add bookmarks for easier code navigation
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Now indentations and deindentations of spaces attemt to align text to
closest full indent level. It works with tab/tab+shift (both with
selection and no selection) as well as backspace. Also fixes bug where
selection and cursor position were mispaced after (un)indenting selected
text.
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Display connection information in the script editor
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-Removed dest path field
-Added a "Source" signal
-Added an "Advanced" button to hide complexity
-Fix bug on Tree to make sure "ensure visible" works on hidden trees
-Fix bug on TextEdit to ensure signals created with script not open sill focus the right line
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Example of the warning:
./core/script_language.h:198:7: warning: 'class ScriptCodeCompletionCache' has virtual functions and accessible non-virtual destructor [-Wnon-virtual-dtor]
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Happy new year to the wonderful Godot community!
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Changes IME to make it possible to use it from gdscript/gdnative
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Use more subtle indentation guides in the script editor
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methods to gdscript/gdnative.
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This is no longer needed to fix #1257 because the code-autocomplete hint stops
at the script editor’s edge now.
And #6690 will not arise because it is just caused by "raise_from_completion".
Fixes #22504 and fixes #16064.
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TextEdit update cache.size on ENTER_TREE
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Also adds uncomment lines(ctrl+u) where # is not in first place
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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The line number is hightlighted to indicate that the line contains only
type-safe code.
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Added breakpoint_gutter, is_breakpoint_gutter_enabled, set_breakpoint_gutter_enabled, get_breakpoints, remove_breakpoints.
Fixed breakpoint_toggled signal not fierd when text is edited.
Fixes #18026.
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This solves #17931 and makes the script editor consistent with other text editors(Sublime, Gedit, Vim) in displaying the position rather than the raw number of characters.
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