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* Register theme properties with ThemeDBYuri Sizov2023-09-111-8/+5
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* Use BitField<> hint for ArrayFormatJuan Linietsky2023-01-081-2/+2
| | | | This was missing in the conversion of bitflags to BitField<>.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Rework oriented containerskobewi2022-09-011-2/+22
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* Add a lifecycle method for manual theme item caching to ControlYuri Sizov2022-09-011-6/+10
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* Add some codes, returnes directly if the value is not changed.风青山2022-08-231-0/+3
| | | | Avoid executing the following value-changed logics if the value does not really change.
* Replace most uses of Map by HashMapreduz2022-05-161-1/+1
| | | | | | | | | | | | * 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!
* Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde2022-02-151-0/+3
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* Reorganize inspector layout workflow for Control nodesYuri Sizov2022-02-101-0/+24
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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.
* Add missing SNAME macro optimization to all theme methods calljmb4622022-02-061-1/+1
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix wrong internal children usage in BoxContainerkobewi2021-12-101-2/+2
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* align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke2021-12-091-15/+15
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* Rename minimum_size_changed() methodkobewi2021-12-061-1/+1
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* Remove node_hrcr hackkobewi2021-10-281-1/+1
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* Add support for internal nodeskobewi2021-08-281-2/+2
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* Optimize StringName usagereduz2021-07-181-2/+2
| | | | | | | | | | | * 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.
* Add header theme type variations to labelskobewi2021-07-131-0/+1
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* Improved 3D Scene ImporterJuan Linietsky2021-03-221-1/+3
| | | | | | | | | | | | * Added option for importers to show an Advanced settings dialog * Created advanced settings dialog for Scene Importer * Cleaned up importers (remove many old/unused options) * Added the ability to customize every node, material, mesh and animation individually * Saving to animations and meshes to files is now a manual process, making it more predictable * Added the ability for materials to be replaced by external files (or to be made external, up to you). * When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it. WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
* Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-6/+5
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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 🎆
* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-10/+46
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Renamed toplevel to be top_levelDuroxxigar2020-10-011-4/+4
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* Merge pull request #40436 from DanielZTing/masterRémi Verschelde2020-07-241-2/+9
|\ | | | | Evenly distribute stretched Nodes in BoxContainer
| * Evenly distribute stretched Nodes in BoxContainerDaniel Ting2020-07-161-2/+9
| | | | | | | | | | | | | | | | Add any leftover fractional pixels to an error accumulator. When the accumulator is greater or equal to one, add one pixel to the current Node's size and subtract one from the accumulator. Closes #36522
* | Fix spelling & grammar in comments, docs, and messagesAndy Maloney2020-07-211-1/+1
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-16/+30
| | | | | 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 Verschelde2020-05-141-15/+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.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-3/+3
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* Use MOUSE_FILTER_PASS for all containers (but PanelContainer)Rémi Verschelde2020-01-131-2/+0
| | | | | | | | | | Containers are meant to forward mouse input to their the Controls they contain. PanelContainer has a visible Panel stylebox, so it still defaults to STOP. Fixes #34933.
* 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.
* Some code changed with Clang-Tidyqarmin2019-06-261-1/+0
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* Updates containers minimum size when some constants are modifiedgroud2019-01-241-0/+4
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-4/+4
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-3/+3
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* Fit grid with label and component of editorvolzhs2017-05-221-0/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-97/+84
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-3/+3
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-4/+4
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Variant INT and REAL are now 64 bits (other types remain at 32)Juan Linietsky2017-01-081-1/+1
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