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path: root/editor/script_create_dialog.cpp
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* Use bullet points in the editor instead of dashes where relevantHugo Locurcio2021-07-281-2/+2
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* Use const references where possible for List range iteratorsRémi Verschelde2021-07-251-3/+3
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* Use C++ iterators for Lists in many situationsAaron Franke2021-07-231-7/+7
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* Optimize StringName usagereduz2021-07-181-12/+12
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Merge pull request #50086 from Geometror/label-improve-layout-optionsRémi Verschelde2021-07-131-3/+3
|\ | | | | Improvements to Label's layout options
| * Improvements to Label's layout optionsHendrik Brucker2021-07-041-3/+3
| | | | | | | | | | | | - Added options to trim the text in case it overruns - Added more autowrap modes - Improved line breaking, which ignores trailing spaces
* | Minor cleanup of the "New Script" dialogMichael Alexsander2021-07-041-40/+32
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* Make contents of "Create Script" dialog expand with the window sizeMichael Alexsander2021-06-291-5/+3
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* Documentation search fixesGregory Basile2021-06-161-6/+6
| | | | | | Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
* Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-111-1/+1
| | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* Improve the editor themeHugo Locurcio2021-04-271-2/+0
| | | | | | | | | | The editor theme now makes use of rounded corners and less borders to follow modern visual trends. The default theme's colors were also tweaked to make the blue hue more subtle (similar to the Arc theme, which was removed as a consequence). The Alien theme was replaced by a Breeze Dark theme, which should blend in well with the KDE theme.
* Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal2021-04-171-3/+3
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* Warn when creating a script with the same name as the parent classAaron Franke2021-04-061-7/+21
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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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* Fix incorrect title and button text in Inherit dialogVedat Günel2020-12-261-0/+2
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* Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-7/+7
| | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-3/+3
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Fix being able to create invalid scripts by pressing enter inside "Path"Michael Alexsander2020-08-311-1/+9
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* Fix TTR misuseSkyJJ2020-07-241-2/+2
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* Resize dialogs (FileDialog, EditorFileDialog, Reparent, SceneTreeDialog and ↵Stijn Hinlopen2020-07-141-1/+1
| | | | resource depency dialogs).
* Remove String::find_last (same as rfind)Stijn Hinlopen2020-07-031-2/+2
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* Prevent crash attaching a script with no languages registeredAndrii Doroshenko (Xrayez)2020-05-311-3/+4
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-13/+26
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+1
| | | | | | | | | | | | | | | | | | | | | | | 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.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-29/+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 Verschelde2020-05-101-6/+12
| | | | | | | 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.
* Warn about built-in script limitations in the script creation dialogHugo Locurcio2020-04-041-0/+9
| | | | This partially addresses #31758.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-10/+10
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* Working multiple window support, including editorJuan Linietsky2020-03-261-42/+44
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-1/+1
| | | | | | | | | | 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`.
* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-26/+13
| | | | | | | | | 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.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-13/+13
| | | | objects and made them default.
* Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.Juan Linietsky2020-02-151-1/+1
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* Fix script icon not showing at startup bugSkyJJ2020-02-151-8/+3
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* 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
* Fix built-in script creation loading existing scripts by mistakeMichael Alexsander2020-02-031-1/+7
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* Make ScriptCreateDialog's script valid message a bit more clearerMichael Alexsander2020-01-101-1/+1
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* Add option to disable loading scripts in ScriptCreateDialogMichael Alexsander2020-01-091-13/+27
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* Minor fixes for ScriptCreateDialogMichael Alexsander2020-01-081-7/+6
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* [Mono]: the C# script icon is now visible in the editor.dankan18902020-01-031-1/+1
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* Merge pull request #34721 from dankan1890/ext_fixRémi Verschelde2020-01-011-0/+1
|\ | | | | ScriptCreateDialog: Suggested language extension now matches the selected language.
| * ScriptCreateDialog: Suggested language extension now matches the selected ↵dankan18902020-01-011-0/+1
| | | | | | | | | | | | language. Fixes #34711
* | 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.
* Fix some overflows and unitialized variablesRafał Mikrut2019-11-201-0/+1
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* Cleanup the "Attach Node Script" dialogMichael Alexsander Silva Dias2019-09-271-36/+11
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* Add overriden properties to the documentationBojidar Marinov2019-09-041-14/+11
| | | | Fixes #31855
* Allow to define and load script templates per projectAndrii Doroshenko (Xrayez)2019-08-221-11/+107
| | | | | | | | | | | | | | | | | | | | | Previously it was only possible to create custom script templates per editor instance which could lead to certain name collisions, but now one can create such templates per project tailored for specific use cases. The default path to search for custom script templates is defined in project settings via `editor/script_templates_search_path` setting as `res://script_templates` path, yet this can be configured per project. Templates have at most two origins now: 1. Project-specific, defined in `ProjectSettings`, for instance: - res://script_templates/ 2. Editor script templates, for instance: - %APPDATA%/Godot/script_templates/ As script templates can have the same name over different paths, the override mechanism was also added, enabling project-specific templates over the editor ones.
* Display language icons in script create dialogAndrii Doroshenko (Xrayez)2019-08-121-4/+21
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* Allow dots for class name in popup dialogEv1lbl0w2019-07-101-2/+2
| | | | Signed-off-by: Ev1lbl0w <ricasubtil@gmail.com>