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path: root/editor/editor_run.cpp
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* Rework Navigation Avoidancesmix82023-05-101-0/+5
| | | | Rework Navigation Avoidance.
* Fix formatting function not used when printing run argumentsPedro J. Estébanez2023-04-271-1/+1
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* Remove (or make verbose only) various debug prints.bruvzg2023-03-201-5/+6
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* Fix the issue causing the Godot Android Editor to crash when returning from ↵Fredia Huya-Kouadio2023-01-261-1/+3
| | | | | | | the launched and running game The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash. This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
* Add support for the custom initial screen for the main window, fix primary ↵bruvzg2023-01-071-12/+6
| | | | screen detection.
* 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".
* Use forward-declarations in EditorPlugin where possibletrollodel2022-11-111-0/+1
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* [Editor] Fix invalid run args when remote debug is unavailable.Fabio Alessandrelli2022-11-051-2/+5
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* Unify usage of GLOBAL/EDITOR_GETkobewi2022-10-181-9/+9
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* Fix typo - "collison" -> "collision"danboo2022-09-291-1/+1
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* Fix project run/stop buttons disappearing in the editorHugo Locurcio2022-09-261-1/+1
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* Allow to change the Stop shortcut used at runtimekobewi2022-08-301-0/+5
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* Overhaul CLI argument forwarding to processes started by the editorPedro J. Estébanez2022-08-191-4/+5
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* Fix editor re-focus on debugger break on WindowsPedro J. Estébanez2022-07-211-1/+1
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* Merge pull request #62084 from smix8/path_debug_options_4.xRémi Verschelde2022-06-291-0/+5
|\ | | | | Add Path2D/3D debug options
| * Add Path2D/3D debug optionssmix82022-06-201-0/+5
| | | | | | | | Add Path2D/3D debug options.
* | Implement Running Godot as Movie Writerreduz2022-06-211-1/+11
|/ | | | | | | | | | | | | | | | | | | | | | | | * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
* Avoid setting sub-window or started project window positions, if it's ↵bruvzg2022-04-201-55/+67
| | | | impossible to get screen rect.
* Fix some issues found by cppcheck.bruvzg2022-04-061-2/+3
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-1/+1
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* Rename Project Window width and height settings to match their functionMarcel Admiraal2022-01-041-9/+9
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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 Franke2021-12-091-2/+2
| | | | | | Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
* Auto-Increment Debugger PortNathan Franke2021-12-041-14/+16
| | | | Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
* Rename `remove()` to `remove_at()` when removing by indexLightning_A2021-11-231-1/+1
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* [macOS] Add `create_instance` function to spawn editor copies.bruvzg2021-11-011-1/+1
| | | | [macOS] Modify `create_project` function to detect and run app bundles using NSWorkspace to ensure app window is registered and activated correctly.
* Clear debug process id at `stop()` to prevent invalid checking of themYuri Roubinsky2021-07-291-0/+1
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-2/+2
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-6/+6
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* Implement the `%command%` placeholder in the Main Run Args settingHugo Locurcio2021-05-071-5/+40
| | | | | | | | | | This can be used to tell Godot to run an executable that will run Godot rather than running Godot directly. This is useful to make Godot start on the dedicated GPU when using a NVIDIA Optimus setup on Linux: `prime-run %command%` The `editor/run/main_run_args` setting declaration was moved to make it visible in the ProjectSettings documentation.
* 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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