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* Removed _change_notifyreduz2021-02-101-10/+1
| | | | | | -For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-4/+8
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-12/+0
| | | | | | | | | | | | | | 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.
* Replace NULL with nullptrlupoDharkael2020-04-021-1/+1
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* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-1/+0
| | | | 32 bits.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Some code changed with Clang-Tidyqarmin2019-06-261-3/+2
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* -Fixes to undo redo to avoid crash, closes #24251Juan Linietsky2019-02-141-0/+5
| | | | | | | | | -Changed Animation to have a special signal when tracks are changed, to avoid unnecesary track cache rebuilds in AnimationPlayer -Added missing emit_changed whe modifying keys to Animation -Changed AnimationPlayer to use the new refcounted connections instead of the previous hacky way to keep references -Changed AnimationEditor to update the current track when keys are edited -Fixed bug where undo/redo did not work with AnimationKeyEdit (was not being updated) -Made sure UndoRedo does not mind deleted objects in undo/redo history, this would corrupt the history or clear it without need.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-1/+2
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Better supported for remote object editing with the inspector with a simple ↵geequlim2017-11-171-0/+189
dictionary editor implement