| Commit message (Collapse) | Author | Age | Files | Lines |
| |\
| |
| | |
Make the SpriteFrames animation speed SpinBox take less vertical space
|
| | |
| |
| |
| |
| | |
This makes it possible to display one more animation with the same
vertical space.
|
| |/
|
|
| |
Zoom buttons and mouse control added to spritesheet preview and animation frames pane.
|
| | |
|
| |
|
|
| |
resource depency dialogs).
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
| |
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| | |
|
| |
|
|
| |
Fixes #30736.
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
|
|
| |
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`.
|
| |
|
|
|
|
|
|
| |
- Fix `callable_mp` bindings to methods which used to have default
arguments passed to `bind_method`. We now have to re-specify them
manually when connecting.
- Re-add `GroupsEditor::update_tree` binding.
- Misc code quality changes along the way.
|
| |
|
|
|
|
|
|
|
| |
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.)
|
| |
|
|
|
|
|
|
|
|
| |
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.
Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.
Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
|
| |
|
|
| |
objects and made them default.
|
| |
|
|
|
| |
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
| |
|
|
|
|
|
|
| |
-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
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
| |\
| |
| | |
Makes more editor strings translatable
|
| | |
| |
| |
| |
| |
| |
| |
| |
| | |
* 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
|
| |/ |
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Using codespell 1.16.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
|
| |\
| |
| | |
Add ability to reorder animation frames via drag and drop
|
| | |
| |
| | |
Allows you to reorder the frames of the animation by dragging the frames around.
|
| |/
|
|
|
|
| |
- Reorganized buttons layout to make it clearer between deleting animation & frame
- Added a confirmation popup for deleting an animation
- Fixed errors on selecting an animation after deleting one
|
| |
|
|
| |
compiler that this is intended.
|
| |\
| |
| | |
AnimatedSprite: Add from spritesheets now work as expected. Fix #28030
|
| | | |
|
| |/ |
|
| | |
|
| |
|
|
| |
As spotted by @DennisWG.
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
|
|
| |
Happy new year to the wonderful Godot community!
|
| |
|
| |
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
|
| | |
|
| |
|
|
|
|
| |
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
|
|
|
|
| |
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
| |
|
|
| |
Happy new year to the wonderful Godot community!
|
| | |
|