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path: root/editor/plugins/script_text_editor.cpp
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* Remove breakpoints from editor settingsPaulb232020-09-101-0/+3
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* Move safe line color into editorPaulb232020-09-101-7/+21
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* Move ConnectionGutter to editor code_editorPaulb232020-09-101-6/+53
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* Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb232020-09-101-21/+18
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* Add and convert editor to use CodeEditPaulb232020-09-101-63/+63
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* Fixed script_editor info_clicked signal not being connectedPaulb232020-07-291-0/+1
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* Make unsaved scripts in the script editor more user-friendlyAndrii Doroshenko (Xrayez)2020-07-261-1/+7
| | | | | | | | | | | | | | | 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 Verschelde2020-07-261-94/+134
|\ | | | | Optimized ScriptEditor initialization when many scripts are loaded
| * Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp2020-07-171-94/+134
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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)
* | Add warning checks in GDScript analyzerGeorge Marques2020-07-201-3/+3
|/ | | | Reenable checking those when validating code.
* Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb232020-07-111-144/+41
| | | | | | | | - 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 pluginsPaulb232020-07-111-0/+2
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* Convert syntax highlighters into a resourcePaulb232020-07-111-15/+9
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* Add a map of autoloads to ProjectSettingsGeorge Marques2020-07-061-17/+11
| | | | | | So places that need to look into it can use the list instead of parsing ProjectSettings details (like checking "*" in path for testing if it's singleton).
* Fix error label clicking in status bar for shader editorYuri Roubinsky2020-06-231-5/+0
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* Improve the text appearance in the script editor warnings panelHugo Locurcio2020-05-241-9/+14
| | | | | | | | | - Make the Ignore button's position identical across all warnings by moving it to the left. - Change the Ignore button's text and color to make it more obvious that it can be clicked. - Use the editor font instead of the default project font to match the rest of the editor.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-38/+73
| | | | | 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 Verschelde2020-05-141-119/+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.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-1/+2
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Merge pull request #37293 from Janglee123/ctrl-click-improvementsRémi Verschelde2020-05-051-1/+36
|\ | | | | Improved go-to definition (Ctrl + Click)
| * Improved go-to definition (Ctrl + Click)janglee2020-05-051-1/+36
| | | | | | | | Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
* | Fix handling of PROPERTY_USAGE_SUBGROUP in DocData and editorRémi Verschelde2020-04-201-1/+1
| | | | | | | | | | Subgroups were added in #37678 but not properly handled everywhere where PROPERTY_USAGE_GROUP is.
* | Replace NULL with nullptrlupoDharkael2020-04-021-10/+10
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* | Popups are now windows also (broken!)Juan Linietsky2020-03-261-44/+43
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* | Working multiple window support, including editorJuan Linietsky2020-03-261-6/+7
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-3/+3
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Merge pull request #36518 from Janglee123/no-underlined-keywordsRémi Verschelde2020-03-121-0/+18
|\ | | | | Removed underlining of not clickable symbols
| * Removed underlining for not clickable symbolsjanglee2020-03-111-0/+18
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* | Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-1/+1
|\ \ | |/ |/| Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-1/+1
| | | | | | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-38/+21
| | | | | | | | | | | | | | | | | | 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.)
* | Fix autocomplete and GDScript Highlighting for typesnathanwfranke2020-02-261-5/+10
| | | | | | Types include new integer types and others
* | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-2/+4
|/ | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli2020-02-211-4/+4
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* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-37/+37
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-13/+13
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Increase the width of the "Connections to method" dialogHugo Locurcio2020-02-151-1/+1
| | | | This closes #36245.
* Added 'Replace in files' functionality to text editorsDominik 'dreamsComeTrue' Jasiński2020-02-131-0/+8
| | | | Fixes issue #31146
* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -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
* Fixed unknown symbol drawn instead of tabs in breakpoints/bookmarks listsandrycodestuffs2020-01-161-4/+10
| | | | | | | | | | | | | Tab characters were not rendered properly in the breakpoints and bookmarks lists of the script editor if the bookmarked line was a comment, resulting in unknown ASCII symbols “�”. Fixes #34046. Also changed formatting a bit to enclose the code in backticks (like in Markdown) instead of quotes. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Merge pull request #34625 from timothyqiu/i18nRémi Verschelde2019-12-301-1/+1
|\ | | | | Makes more editor strings translatable
| * Makes more editor strings translatableHaoyu Qiu2019-12-301-1/+1
| | | | | | | | | | | | | | | | | | * 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
* | Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Merge pull request #34441 from KoBeWi/wrapping_things_upRémi Verschelde2019-12-221-0/+2
|\ | | | | Fix code editor not always centering to bookmarks
| * Fix code editor not always centering to bookmarksTomasz Chabora2019-12-181-0/+2
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* | Fix ScriptTextEditor encapsulationYuri Roubinsky2019-12-191-0/+6
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* Prevent showing toggle scripts panel switch in shader editorYuri Roubinsky2019-12-171-0/+1
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* Center Script Editor when jumping to bookmarks/breakpointsTomasz Chabora2019-12-011-0/+4
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* Update connection info on script validation rather then saved copyPaulb232019-11-021-5/+16
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