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path: root/editor/plugins/script_editor_plugin.cpp
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-2/+2
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* Don't save unchanged script upon closingkobewi2021-03-061-6/+6
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* Improve resource load cachereduz2021-02-111-1/+1
| | | | | | -Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
* Merge pull request #44514 from madmiraal/split-os-executeRémi Verschelde2021-01-121-1/+1
|\ | | | | Split OS::execute into two methods
| * 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.
* | Fix script list only showing their names regardless of display optionMichael Alexsander2021-01-111-1/+14
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* 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 🎆
* Editor: Fix invalid use of Node::get_viewport() after rename of ↵Rémi Verschelde2020-12-281-1/+1
| | | | | | | | | | | EditorNode::get_viewport() Fixes #44761, was a regression from #44524. The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport() (which was a bug in itself, fixed by #44524), so once it was renamed the existing code relying on it fell back to the now available Node::get_viewport(). This might bite some thirdparty modules too.
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-10/+10
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* Fix filename disambiguation on scripts in certain occasionsMichael Alexsander2020-12-221-1/+1
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-5/+5
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Cleanup unused engine codeTomasz Chabora2020-12-091-11/+0
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* Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-12/+7
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* Refactor DocData into core and editor (DocTools) partsThakee Nathees2020-12-021-0/+64
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* Documentation generation for GDScriptThakee Nathees2020-11-291-0/+12
| | | | | | | | | | | | | | | | | | - ClassDoc added to GDScript and property reflection data were extracted from parse tree - GDScript comments are collected from tokenizer for documentation and applied to the ClassDoc by the GDScript compiler - private docs were excluded (name with underscore prefix and doesn't have any doc comments) - default values (of non exported vars), arguments are extraced from the parser - Integrated with GDScript 2.0 and new enums were added. - merge conflicts fixed
* Merge pull request #42109 from EricEzaM/PR/input-and-shortcuts-reworkRémi Verschelde2020-11-281-5/+7
|\ | | | | Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
| * Implement new shortcuts system.Eric M2020-11-231-5/+7
| | | | | | | | unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
* | [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-2/+9
|/ | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* 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
* Refactored Variant Operators.reduz2020-11-061-1/+1
| | | | | -Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
* Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb232020-09-101-4/+3
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* Properly disambiguate unsaved scriptsTomasz Chabora2020-07-311-2/+6
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* Script editor: Fix crash when root script is nullRémi Verschelde2020-07-271-3/+3
| | | | Bug introduced in #40746.
* Script editor: Fix open dominant logic for language-specific external editorsRémi Verschelde2020-07-271-2/+6
| | | | | | Follow-up to #40735. Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
* Script editor: Don't open dominant script in external editorRémi Verschelde2020-07-261-15/+11
| | | | Fixes #13429.
* Make unsaved scripts in the script editor more user-friendlyAndrii Doroshenko (Xrayez)2020-07-261-7/+41
| | | | | | | | | | | | | | | Unsaved scripts were previously displayed with blank tabs, which are mostly a result of deleted or improperly moved scripts. This patch makes sure that those kind of scripts are displayed as "[unsaved]" now, and ensures that scripts are removed from the list while deleting scripts from the filesystem dock preventing the unsaved tabs to appear in the first place (a user is already prompted with "no undo" warning while deleting any file). A user is always prompted to save those "[unsaved]" scripts if they attempt to close them without saving in any case except as described above.
* Merge pull request #33760 from nekomatata/script-editor-init-optimizationRémi Verschelde2020-07-261-20/+41
|\ | | | | Optimized ScriptEditor initialization when many scripts are loaded
| * Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp2020-07-171-20/+41
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This change avoids the editor to freeze for several seconds when a project with lots of scripts is loaded in the editor. It focuses on a few heavy operations previously executed on all previously loaded scripts: - Initialize script resource (script validation/parsing) only on focus - ScriptTextEditor: code editor and edit menu are added to the scene only on focus - Add to recent scripts only when opening new scripts (load/save scene metadata)
* | Skip internal scripts for breakpoints without printing an errorAndrii Doroshenko (Xrayez)2020-07-231-1/+3
| | | | | | | | | | | | | | | | | | | | This removes: ``` ERROR: get_breakpoints: Condition ' base.begins_with("local://") ``` while running a project with blank scripts caused by deleting or moving, or built-in scripts which are not yet saved within a scene on running a project.
* | Fix crash when closing a TextFilePaulb232020-07-161-1/+1
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* Merge pull request #40291 from hinlopen/dialog-sizeRémi Verschelde2020-07-151-5/+5
|\ | | | | Resize various dialogs
| * Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-5/+5
| | | | | | | | resource depency dialogs).
* | Merge pull request #40268 from DanielZTing/masterRémi Verschelde2020-07-151-2/+2
|\ \ | |/ |/| Fix cancel/OK button order on macOS
| * Fix cancel/OK button order on macOSDaniel Ting2020-07-101-2/+2
| | | | | | | | | | The macOS platform convention regarding button order is cancel on left, OK on right.
* | Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb232020-07-111-3/+166
| | | | | | | | | | | | | | | | - Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
* | Expose Syntax highlighter for editor pluginsPaulb232020-07-111-7/+32
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* | Convert syntax highlighters into a resourcePaulb232020-07-111-2/+2
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* Do not try to save internal scriptsDaniel Ting2020-07-081-2/+5
| | | | Fixes #40175
* Merge pull request #39076 from rileylyman/editor_tab_namesRémi Verschelde2020-07-011-0/+13
|\ | | | | Implement filename disambiguation for scene tabs and script names
| * implement generic filename disambiguationrileylyman2020-06-261-0/+13
| | | | | | | | | | | | | | A static function is added to EditorNode which allows for filename disambiguation given a list of filenames and the corresponding list of absolute paths for those files. This function is then used to disambiguate scene and script tabs in the editor.
* | Make "Close and save changes?" actually saveDaniel Ting2020-06-301-1/+1
| | | | | | | | | | | | This fixes issue #39844, where the confirmation dialog when a user attempts to close an unsaved script did not actually save it even after clicking "Save."
* | Add a separate application focus/in notification out from Window focus ↵Juan Linietsky2020-06-301-1/+1
|/ | | | notification.
* Fix overlapping hotkey designations for save all scenes and save all scriptsBill2020-06-241-1/+1
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-5/+10
| | | | | | | | | | | 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.
* Fix crash when creating new text file with no namePhischermen2020-06-091-1/+0
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-69/+135
| | | | | 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 Verschelde2020-05-141-218/+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.
* Fix Soft Reload Script shortcut clash with Replace in FilesDominik 'dreamsComeTrue' Jasiński2020-05-011-1/+1
| | | | Fixes: #38362
* [Core] Rename linear_interpolate to lerpAaron Franke2020-04-291-1/+1
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* Merge pull request #38235 from BigRed-118/help_tabs_shuffle_fixRémi Verschelde2020-04-291-0/+4
|\ | | | | Fixed shuffling editor help tabs