| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| |\
| |
| |
| | |
Clean up EditorFileSystem script parsing
|
| | |
| |
| |
| |
| | |
* Optimize only update modified/added/removed files.
* Clean up documentation parsing.
|
| |\ \
| |/
|/| |
Remove set_drag_forwarding_compat()
|
| | | |
|
| | | |
|
| | | |
|
| |/ |
|
| |
|
|
|
|
|
|
| |
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).
Fixes #59899
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes #30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
| |\
| |
| |
| | |
Fix error when dropping script into script editor
|
| | | |
|
| | |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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".
|
| |/ |
|
| | |
|
| | |
|
| |\
| |
| |
| | |
Unify usage of GLOBAL/EDITOR_GET
|
| | | |
|
| |\ \
| | |
| | |
| | | |
Simplify GDVIRTUAL_CALL calls
|
| | |/ |
|
| |/
|
|
| |
so that shortcuts continue to work when FindReplaceBar is focused.
|
| |
|
|
| |
change warnings=all to use /W4.
|
| |\
| |
| |
| | |
Split script navigation state and edit state
|
| | | |
|
| | |
| |
| |
| |
| |
| |
| | |
documents before saving
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
|
| |\ \
| | |
| | |
| | | |
Fix the flickering of the line gutter icon when saving
|
| | | | |
|
| |/ /
| |
| |
| |
| |
| |
| | |
The focus is switching back and forth between the popup dialog and
the editor window, causing an infinite loop.
Fix #65824.
|
| |\ \
| | |
| | |
| | | |
Separate TextShaderEditor and ShaderEditorPlugin into different files
|
| | | | |
|
| |/ / |
|
| |\ \
| | |
| | |
| | | |
Make Replace in Files always visible in Search
|
| | | | |
|
| |\ \ \
| |_|/
|/| |
| | | |
Fix out of sync when the script is edited externally via lsp
|
| | | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Previously, external editing via lsp would modify the modified time of the script,
which caused the internal display of the script to not be refreshed when refocusing
the engine.
Now saving the script externally via lsp will automatically refresh the internal
display.
|
| |\ \ \
| |/ /
|/| |
| | | |
Show override icon in script editor gutter
|
| | |/
| |
| |
| |
| |
| | |
Combines with the connection slot icon when both apply.
Can be clicked to jump to the method declaration (or documentation for
built-in classes).
|
| |\ \
| |/
|/|
| | |
Simplify script list click logic
|
| | | |
|
| | |
| |
| |
| |
| | |
Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
|
| |\ \
| | |
| | |
| | |
| | |
| | | |
YuriSizov/editor-main-control-screen-container-node
Rename `EditorInterface.get_editor_main_control` to `get_editor_main_screen`
|
| | | | |
|
| |/ /
| |
| |
| | |
For consistency. Every other exposed `one_shot` is spaced out like this.
|
| |/ |
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
NOTIFICATION_THEME_CHANGED"
This reverts commit 4b817a565cab8af648c88cfc7ab6481e86ee3625.
Fixes #64988.
Fixes #64997.
This caused several regressions (#64988, #64997,
https://github.com/godotengine/godot/issues/64997#issuecomment-1229970605)
which point at a flaw in the current logic:
- `Control::NOTIFICATION_ENTER_TREE` triggers a *deferred* notification with
`NOTIFCATION_THEME_CHANGED` as introduced in #62845.
- Some classes use their `THEME_CHANGED` to cache theme items in
member variables (e.g. `style_normal`, etc.), and use those member
variables in `ENTER_TREE`, `READY`, `DRAW`, etc. Since the `THEME_CHANGE`
notification is now deferred, they end up accessing invalid state and this
can lead to not applying theme properly (e.g. for EditorHelp) or crashing
(e.g. for EditorLog or CodeEdit).
So we need to go back to the drawing board and see if `THEME_CHANGED` can be
called earlier so that the previous logic still works?
Or can we refactor all engine code to make sure that:
- `ENTER_TREE` and similar do not depend on theme properties cached in member
variables.
- Or `THEME_CHANGE` does trigger a general UI update to make sure that any
bad theme handling in `ENTER_TREE` and co. gets fixed when `THEME_CHANGE`
does arrive for the first time. But that means having a temporary invalid
(and possibly still crashing) state, and doing some computations twice
which might be heavy (e.g. `EditorHelp::_update_doc()`).
|
| |\
| |
| | |
Rename `hint_tooltip` to `tooltip_text` & setter getter
|
| | |
| |
| |
| |
| |
| |
| |
| | |
`hint_tooltip` -> `tooltip_text`
`set_tooltip` -> `set_tooltip_text`
`_get_tooltip` -> `get_tooltip_text`
Updates documentation, too.
|
| |/ |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting,
Godot maintainers have agreed to discontinue the current implementation of
our VisualScript language.
The way it had been designed was not user-friendly enough and we did not
succeed in improving its usability to actually make it a good low-code
solution for users who need one.
So we prefer to remove it for Godot 4.0 and leave the door open for new,
innovative ideas around visual scripting, to be developed as plugins or
extensions now that Godot provides sufficient functionality for this
(notably via GDExtension and the godot-cpp C++ bindings).
The current module has been moved to a dedicated repository (with full Git
history extracted with `git filter-branch`):
https://github.com/godotengine/godot-visual-script
It can still be compiled as a C++ module (for now, but will likely require
work to be kept in sync with the engine repository), but our hope is that
contributors will port it to GDExtension (which is quite compatibile with
the existing C++ module code when using the godot-cpp C++ bindings).
|