| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
Default shortcuts use the first or second letter of each word.
This also adds a new shortcut to toggle the last opened bottom panel.
On editor startup, this defaults to the first panel in the list
(which is the Output panel).
|
|\
| |
| |
| | |
Extract BottomPanel from EditorNode
|
| | |
|
|/ |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
|
|
|
|
|
| |
Also adds a semi-transparent background
to make the toolbar stand out in front of nodes.
|
| |
|
| |
|
|\
| |
| |
| | |
Rework for nested `AnimationNodeStateMachine`
|
| |
| |
| |
| | |
Breaking compatibility: If a StateMachineTransition is connected to a nested StateMachine prior to this, it is removed. Also, there was a feature to connect another StateMachine as the End of a StateMachine, which is also removed to avoid reference confusion. It was like a GoTo Statement, also further passing the same reference to the blending process, causing the blending calculation to break or causing some StateMachines to not work.
|
|/
|
|
|
|
| |
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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".
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
|
| |
|
| |
|
| |
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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 🎆
|
| |
|
|
|
|
|
|
| |
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
| |
|
| |
|
|
|
|
|
| |
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
Also renamed Input to InputFilter because all it does is filter events.
|
|
|
|
| |
Still a lot of work to do.
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
32 bits.
|
|
|
|
|
|
|
|
| |
* AnimationTree
* AudioStream
* ResourcePreloader
* ShaderEditor
* VisualShaderEditor
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Fixes #29436
|
|
|
|
| |
Happy new year to the wonderful Godot community!
|
|\
| |
| | |
Fix bread crumb of AnimationTree
|