Age | Commit message (Collapse) | Author |
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
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container!
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differentiated than generalized _input
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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()
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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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!
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Make text column numbers one-based
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Make one-based the column number on the code editor
Make one-based the column number for GDScript error messages
Make one-based the column number for shader code error messages
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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-Added dropping nodes to text editor for them to become a path
-Fixed issues with font not properly being set in code editor
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selection exists), also made buttons look like buttons
-Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test.
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The issue itself cannot be fully fixed due to the changes in 864c0e8,
but this solution makes the bug less likely to happen (it would only
happen with > 5 digits for line or column, and/or a much bigger font.
Could be further refined by taking the configured font into account...
Fixed #5890.
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resize upwards and costing considerably CPU usage.
It has been changed so it won't resize the UI when modified.
This will make the code editor feel a lot smoother.
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FindReplaceBar: Fix search bug when text is selected
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- Search no longer selects the results
- Return focus to the text editor when hiding the bar
- Fix connecting to invalid signal
- Update/redraw the text editor after searching
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ScriptEditor/ShaderEditor: Replace find/replace dialog with a bar
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-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
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Fixes #4742.
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Done to ensure that no important identifiers are translatable,
to fix compound strings using the new vformat() function, and
some general English proofreading here and there.
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Added settings: text_editor/put_callhint_tooltip_below_current_line
and text_editor/callhint_tooltip_offset
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-Help tabs can be opened many at the same time
-Color temperatures for opened scripts
-Dominant script opening when switching scene tab
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-=-=-=-=-=-=-=-=-=-
-Massive improvement to code completion
-Argument hinting for functions
If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.
Please enter the commit message for your changes. Lines starting
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selected more than 1 line); Replace textbox get focus when there's search text but no replace text; Bump up transparency of FindReplaceDialog
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timer to updated when the setting has changed
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