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path: root/editor/plugins/script_text_editor.cpp
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* Merge pull request #64377 from Mickeon/rename-canvas-redrawRémi Verschelde2022-08-301-4/+4
|\ | | | | Rename `CanvasItem.update()` to `queue_redraw()`
| * Rename `CanvasItem.update()` to `queue_redraw()`Micky2022-08-291-4/+4
| | | | | | | | | | | | | | | | | | | | Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
* | Add `String.to_{camel,pascal,snake}_case` methodsDanil Alexeev2022-08-301-1/+1
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* | Rename String `plus_file` to `path_join`Aaron Franke2022-08-291-1/+1
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* Revert "Remove NOTIFICATION_ENTER_TREE when paired with ↵Rémi Verschelde2022-08-291-5/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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()`).
* Remove NOTIFICATION_ENTER_TREE when paired with NOTIFICATION_THEME_CHANGEDAaron Record2022-08-271-4/+5
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* Replace Array return types with TypedArraykobewi2022-08-221-6/+6
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* Remove Signal connect bindsJuan Linietsky2022-07-291-2/+2
| | | | | Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
* Color Pickers Respect SettingsGuh-Feng2022-07-211-7/+1
| | | | Updated editor_node with function that sets up color pickers throughout Godot to respect editor's settings.
* Merge pull request #63195 from Rindbee/fix-wrong-clear-edit-menuRémi Verschelde2022-07-191-1/+3
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| * Fix incorrectly clearing edit menuRindbee2022-07-191-1/+3
| | | | | | | | Delete only if `editor_enabled` is true, otherwise destructor may delete it repeatedly.
* | Rename Control PRESET_WIDE to PRESET_FULL_RECTFireForge2022-07-181-2/+2
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* Merge pull request #62075 from Vitika9/gsoc-colorpickerRémi Verschelde2022-07-081-5/+1
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| * ColorPicker RefactorVitika92022-07-061-5/+1
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* | Add support for documenting built-in annotationsYuri Sizov2022-07-041-0/+3
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* | Add a const call mode to Object, Variant and Script.K. S. Ernest (iFire) Lee2022-06-271-1/+1
|/ | | | | | | For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script). This mode ensures only const functions can be called, making it safe to use from the editor. Co-Authored-By: reduz <reduzio@gmail.com>
* Merge pull request #61440 from vnen/gdscript-scene-unique-nodesRémi Verschelde2022-05-311-5/+10
|\ | | | | GDScript: Support `%` in shorthand for `get_node`
| * GDScript: Support `%` in shorthand for `get_node`George Marques2022-05-271-5/+10
| | | | | | | | | | | | The `%` is used in scene unique nodes. Now `%` can also be used instead of `$` for the shorthand, besides being allowed generally anywhere in the path as the prefix for a node name.
* | Ensure focus when dropping to script editorArne Stenkrona2022-05-281-0/+4
|/ | | | | | | | | | This improves usability by making sure actions subsequent to drop are performed within the script editor. For example, dropping a node from the scene tree to the script editor and attempting undo will now undo the drop instead of performing an undo in the scene tree. Fixes issue #61465
* Add a new HashSet templatereduz2022-05-201-3/+3
| | | | | * Intended to replace RBSet in most cases. * Optimized for iteration speed
* Use range iterators for RBSet in most casesAaron Record2022-05-191-2/+2
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* Use % when dropping unique scene nodes into scriptJummit2022-05-181-2/+12
| | | | | | This expands uppon #60708, using `get_node("%NodeName")` for nodes that have a unique scene name to avoid having to change the onready statements when the paths of the nodes change.
* Include quotes conditionally for dropped pathskobewi2022-05-171-2/+8
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* Create onready variables when dropping nodes and holding CtrlHaoyu Qiu2022-05-171-10/+37
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* Replace most uses of Map by HashMapreduz2022-05-161-9/+9
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Fix signal completion in GDScript editorYuri Rubinsky2022-05-121-0/+15
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* Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio2022-05-031-3/+3
| | | | | | These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
* Added button to add warning ignore annotationsIgor Kordiukiewicz2022-04-281-1/+36
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* Improve sorting of Code Completion options.Eric M2022-04-011-0/+3
| | | | Done by ordering options by their location in the code - e.g. local, parent class, global, etc.
* Add GDExtension support to Scriptreduz2022-03-271-9/+11
| | | | | | | | | * Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
* Allow negative indexes in ItemList and PopupMenukobewi2022-03-121-2/+2
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* Add check to prevent "p_gutter = -1" error spamnova++2022-03-081-0/+3
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* Remove duplicate editor settings definitionskobewi2022-03-061-1/+1
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* Update if == NOTIFICATION_* to switch statements to match coding stylemegalobyte2022-02-161-2/+0
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-0/+1
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* Merge pull request #57066 from KoBeWi/in_the_name_of_the_customRémi Verschelde2022-02-081-6/+7
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| * Fix script editor errors with CustomCallableskobewi2022-02-071-6/+7
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* | Merge pull request #57796 from akien-mga/revert-sname-theme-settersRémi Verschelde2022-02-081-1/+1
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| * | Revert "Add missing SNAME macro optimization to all theme methods call"Rémi Verschelde2022-02-081-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | This reverts commit a988fad9a092053434545c32afae91ccbdfbe792. As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used everywhere but only in critical code paths. For theme methods specifically, it was by design that only getters use `SNAME` and not setters.
* | | Refactor some object type checking code with `cast_to`Rémi Verschelde2022-02-081-1/+1
|/ / | | | | | | Less stringly typed logic, and less String allocations and comparisons.
* / Add missing SNAME macro optimization to all theme methods calljmb4622022-02-061-1/+1
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* Add missing SNAME macro optimization in some function callsjmb4622022-02-061-4/+4
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* String: Add contains().Anilforextra2022-02-041-1/+1
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* Fix theming update of shader editorYuri Roubinsky2022-01-251-8/+23
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* Convert TextEdit callbacks to CallablePaulb232022-01-191-2/+4
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* Merge pull request #55541 from KoBeWi/outcognito_scriptsRémi Verschelde2022-01-141-2/+11
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| * Make script type distinguishable by iconkobewi2022-01-131-2/+11
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* | Merge pull request #56483 from vnen/gdscript-warning-annotationRémi Verschelde2022-01-051-17/+1
|\ \ | | | | | | Add annotation to ignore warnings
| * | Remove action to ignore warning in the script editorGeorge Marques2022-01-041-17/+1
| |/ | | | | | | The way to ignore warnings changed so this isn't valid anymore.
* / Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
|/ | | | Happy new year to the wonderful Godot community!