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path: root/editor/editor_run.cpp
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* Split OS::execute into two methodsMarcel Admiraal2021-01-091-1/+1
| | | | | 1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
* 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 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* [Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg2020-09-031-2/+2
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* Expose methods to play scene from plugin codeYuri Sizov2020-07-061-0/+9
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* [macOS] Implement seamless display scaling.bruvzg2020-07-041-13/+20
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-2/+4
| | | | | 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 Verschelde2020-05-141-9/+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.
* Support multiple debug protocols.Fabio Alessandrelli2020-05-121-1/+1
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* Add macOS DisplayServer implementation.bruvzg2020-03-261-1/+3
| | | | Change global menu to use Callable, add support for check items and submenus.
* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-7/+8
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* Move Debug menu logic to DebuggerEditorPluginFabio Alessandrelli2020-03-081-24/+5
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* Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli2020-02-211-6/+26
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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.
* Adds skip-breakpoints featureiwek72019-09-031-1/+6
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* Use reference to constant in functionsqarmin2019-07-101-1/+1
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* Some code changed with Clang-Tidyqarmin2019-06-261-4/+2
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | 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.
* Revert "Try closing gracefully before terminating process"Rémi Verschelde2018-08-271-2/+2
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* Merge pull request #21150 from Calinou/more-window-placement-optionsRémi Verschelde2018-08-221-1/+16
|\ | | | | Add more project window placement options
| * Add more project window placement optionsHugo Locurcio2018-08-221-1/+16
| | | | | | | | | | | | | | | | It is now possible to use the previous or next monitor (relative to the editor) to display running projects. If either end is reached, it will wrap around to the last or first monitor (respectively). This closes #20283.
* | Try closing gracefully before terminating processMarcin Zawiejski2018-08-201-2/+2
|/ | | | | | | Use a Microsoft recommended way of process termination for the project process run from the editor. This allows loaded DLLs to receive and handle DLL_PROCESS_DETACH notification and cleanup any global state before the process actually exits.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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!
* Fix player window centering on macOS retina screensBernhard Liebl2017-12-101-1/+8
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* Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez2017-09-131-0/+4
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-13/+11
| | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-211-11/+11
| | | | Also improves the command-line help text readability.
* simplify the way window is allowed to steal focus, no longer relying on ↵Juan Linietsky2017-08-201-2/+2
| | | | project.godot. Closes #9459
* Rename "Default" window placement mode to "Top Left"Rémi Verschelde2017-08-201-1/+1
| | | | It is no longer the default value ;)
* Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-191-18/+20
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-12/+10
| | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
* Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-191-11/+11
| | | | Also improves the command-line help text readability.
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Revert "Tweak command-line arguments to make them more UNIX-like"Juan Linietsky2017-08-021-11/+11
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* Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-021-11/+11
| | | | Also improves the command-line help text readability.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-6/+6
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-4/+4
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli2017-06-101-1/+2
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* Merge pull request #9038 from AlexHolly/rect2-rename-posRémi Verschelde2017-06-051-6/+6
|\ | | | | renamed all Rect2.pos to Rect2.position
| * renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-6/+6
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* | Update window size property names for editor runGeorge Marques2017-06-041-4/+4
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* Display remote_host/port in network->debug settingsFabio Alessandrelli2017-05-091-1/+1
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* Allow selecting editor debug host and port.Fabio Alessandrelli2017-05-091-1/+2
| | | | Possibly fixes various editor<->debugger connection related problems.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-56/+48
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+211
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.