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* Removed unused property hints and `Object::get_translatable_strings()`Juan Linietsky2023-01-091-1/+0
| | | | | | | | | | | | | | | | * Remove unused `EditorPropertyMember` and related hints, previouly used by VisualScript. Such logic should be implemented in the VS module itself. * As the above broke compatibility with the VS module, clean up the other hacks that were still in core in support of VisualScript. * `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's `get_translatable_strings()`, which is a legacy function not used anywhere. So both are removed. * Reordered some usage flags after the above removal to minimize the diff. * General clean up. Fixes #30203. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Fix MSVC warnings, rename shadowed variables, fix uninitialized values, ↵bruvzg2022-10-071-8/+8
| | | | change warnings=all to use /W4.
* Rename TreeItem's `set_tooltip` to `set_tooltip_text`Micky2022-08-301-2/+2
| | | | | | | | | `set_tooltip` -> `set_tooltip_text` `get_tooltip` -> `get_tooltip_text` For consistency: `get_button_tooltip` -> `get_button_tooltip_text` And the `tooltip` parameter in `add_button` was renamed to `tooltip_text`
* Rename every instance of "OGG" to "Ogg"DeeJayLSP2022-07-281-1/+1
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* Rename AudioStreamSample to a more discoverable nameDeeJayLSP2022-07-281-1/+1
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* Adding shader preprocessor supportYuri Roubinsky2022-07-221-0/+1
| | | | Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
* Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialogFireForge2022-07-091-1/+1
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* Add a new HashSet templatereduz2022-05-201-1/+1
| | | | | * Intended to replace RBSet in most cases. * Optimized for iteration speed
* Use range iterators for RBSet in most casesAaron Record2022-05-191-3/+3
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* Replace most uses of Map by HashMapreduz2022-05-161-4/+4
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Fix ZipIO crash when reused (and possible leaks).bruvzg2022-05-111-2/+4
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* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-111-8/+5
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* Fix some issues found by cppcheck.bruvzg2022-04-061-0/+3
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* Initialize bools in the headers in editorAaron Franke2022-03-121-2/+0
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* Convert uses of `DirAccess *` to `DirAccessRef` to prevent memleaksRémi Verschelde2022-03-111-3/+1
| | | | | | | | `DirAccess *` needs to be deleted manually, and this is often forgotten especially when doing early returns with `ERR_FAIL_COND`. `DirAccessRef` is deleted automatically when it goes out of scope. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-2/+3
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* Merge pull request #53276 from Phischermen/propagate_checkRémi Verschelde2022-01-201-53/+11
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| * Addded methods to propagate checks & refactored classes to use new methods.Kevin Fischer2022-01-181-53/+11
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* | Fix Asset Library UX when an asset is being downloadedYuri Sizov2022-01-191-1/+1
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* | Remove property hints referencing unsupported svgz extensionRémi Verschelde2022-01-171-1/+0
| | | | | | | | | | The wrongly claimed support for it was removed in #49645. See also #56862.
* | Fix decoding UTF-8 filenames on unzipping.bruvzg2022-01-051-2/+2
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Replace String comparisons with "", String() to is_empty()Nathan Franke2021-12-091-3/+3
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Optimize StringName usagereduz2021-07-181-46/+46
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Automatically display the installer after downloading an assetHugo Locurcio2021-07-121-8/+30
| | | | | | | | - To make things easier to follow, display the asset name in confirmation dialogs. - Display the number of conflicting files in the asset extraction dialog. This reduces the number of clicks required to install an asset.
* Add icons for more file types in the editor asset installerHugo Locurcio2021-07-031-2/+42
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* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-2/+2
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde2021-06-041-1/+1
|\ | | | | Rename the `.shader` file extension to `.gdshader`
| * Rename the `.shader` file extension to `.gdshader`Hugo Locurcio2021-03-241-1/+1
| | | | | | | | | | This lets third-party software recognize Godot shaders more easily, without relying on guesswork since the `.shader` extension is generic.
* | Improve TreeItem API and allow to move nodestrollodel2021-05-171-3/+3
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* 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 🎆
* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-1/+1
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* fix item_edited behavior on Asset Installer.Zae2020-07-101-1/+24
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* Remove String::find_last (same as rfind)Stijn Hinlopen2020-07-031-1/+1
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-5/+10
| | | | | 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 Verschelde2020-05-141-13/+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 nullptrlupoDharkael2020-04-021-6/+6
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-12/+12
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* Working multiple window support, including editorJuan Linietsky2020-03-261-12/+12
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | 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`.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-3/+1
| | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-1/+1
| | | | objects and made them default.
* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -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
* Makes more strings translatableHaoyu Qiu2020-01-041-4/+4
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* 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.
* Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Tweak a few strings displayed in the editor for consistencyHugo Locurcio2019-08-211-2/+2
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* Minor improvements to the AssetLibMichael Alexsander Silva Dias2019-07-171-9/+5
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* i18n: Sync translation template with current sourceRémi Verschelde2019-01-071-1/+1
| | | | Misc fixes to source strings.