| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| |
|
|
|
|
| |
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
|
| |
|
|
| |
InputEventWithModifiers properties/methods
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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 Vector2.tangent() to Vector2.orthogonal()
|
| | | |
|
| |/ |
|
| |
|
|
|
|
|
|
| |
use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
|
| |
|
|
|
|
| |
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
| | |
|
| |
|
|
| |
resource depency dialogs).
|
| |
|
|
|
|
|
|
|
|
|
| |
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
|
| |
|
|
| |
Extra `_2d` suffixes are removed from 2D methods accoringly.
|
| |
|
|
|
| |
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
| |
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
|
| | |
|
| | |
|
| |
|
|
| |
Controls using the old modal API have been replaced to use popups.
|
| | |
|
| | |
|
| | |
|
| |
|
|
| |
Also renamed Input to InputFilter because all it does is filter events.
|
| |
|
|
| |
Still a lot of work to do.
|
| | |
|
| |\
| |
| | |
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
|
| | |
| |
| |
| |
| | |
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
|
| |/
|
|
|
|
|
|
|
| |
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.)
|
| |
|
|
| |
objects and made them default.
|
| |
|
|
| |
Removes antialiased flag for draw_* methods.
|
| |
|
|
|
|
|
|
| |
-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
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
| |\
| |
| | |
Makes more editor strings translatable
|
| | |
| |
| |
| |
| |
| |
| |
| |
| | |
* Title of Sprite Editor convert preview dialogs
* Title of UV Channel Debug dialog
* Various editor warnings
* GridMap popup menu item "Paste Selects"
* Tileset editor shape button texts
* MeshLibrary update confirmation text
|
| |/ |
|
| |
|
|
|
|
|
|
|
|
| |
* "Add" button text in Groups Editor
* "Receiver Method" in Connect Signal Dialog
* "Play Mode" in Animation State Machine Editor
* "Mesh Library" button text in Mesh Library editor plugin
* Compose Array node button texts in Visual Script
* Various button texts in TileSet Editor
* Various Run Script errors
|
| |
|
|
| |
Fixes #33245
|
| | |
|
| |
|
|
|
|
|
| |
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
|
| |
|
|
| |
Continuation of 771fbd282a3e98aa487878b9b6fac8d891074e65
|
| |\
| |
| | |
Show play position of sub state machine
|
| | |
| |
| |
| |
| | |
Sub state machine now show the play position of the current state
playing.
|
| | | |
|
| |/
|
|
| |
Fixes #25316.
|
| | |
|
| |\
| |
| | |
Move scrolls in the StateMachine editor inside the panel
|