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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotSpartan3222024-10-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Add const lvalue ref to editor/* container parametersMuller-Castro2024-02-261-26/+26
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* Extract ScriptInstance to simplify includesYuri Sizov2023-09-061-1/+1
| | | | | | | | | This allows to include script_instance.h directly in the generated gdvirtual.gen.inc, and remove excessive includes from the codebase. This should also allow Resource to use GDVIRTUAL macros, which wasn't possible previously due to a circular dependency.
* 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".
* VCS: Fix GDExtension return types for VCS after Array type hardeningTwarit Waikar2022-12-201-2/+2
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* Change Array arguments to TypedArraykobewi2022-09-011-7/+7
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* VCS: Improve VCS UI/UX by QoL changesTwarit Waikar2022-08-311-1/+1
| | | | | | | The editor will now use the project path i.e. the place where the root of the repo is supposed to be according to the user. This project path is also sent into the plugin and so out-of-directory asset folders can also be maintained this way.
* VCS: Port Godot 3.5's VCS features to GDExtensionTwarit Waikar2022-08-311-24/+119
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* Replace Array return types with TypedArraykobewi2022-08-221-2/+2
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* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-1/+1
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Initialize bools in the headers in editorAaron Franke2022-03-121-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Allow creating .gitignore and .gitattributes when creating a new projectAaron Franke2021-11-121-0/+6
| | | | Also allow creating these files later, and also allow disabling creating the default environment in editor settings.
* Make `EditorVCSInterface` proxy functions virtual in C++Andrii Doroshenko (Xrayez)2021-07-061-10/+10
| | | | | Allows to implement VCS plugins via C++ modules without affecting the existing script instance mechanism.
* 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 alreadyreduz2020-11-071-2/+2
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Refactor MethodBind to use variadic templatesreduz2020-10-181-1/+1
| | | | Removed make_binders and the old style generated binders.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+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.
* 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.
* Editor: fix typo in VCS plugin method namesmerumelu2019-11-191-2/+2
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* Add copyright headers to vcs integrationTwarit2019-09-041-0/+30
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* Add an overridable VCS Interface for the editorTwarit2019-09-031-0/+53
The VCS interface can be thought of like a proxy system, where any call to the API is redirected to the actual implementation of the VCS API which may be existing in the form of a GDNative plugin which is marked as a singleton and is not marked reloadable. If the implementation doesn't exist in the file system, it only returns the default responses which contain mostly empty containers of the data type that every API call returns. EditorVCSInterface is used like a Godot object with a script attached to it. The script is the implementation of the API and the object is the interface to the script, which returns default responses if the script doesn't exist or if the script doesn't define a function that handles that particular API call. The entire system has been implemented using Object::call() and its ability to switch to the script instance to handle the API call if the script exists. Look for VersionControlEditorPlugin::_initialize() for the essential API setup.