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* Scene: Ensure classes match their header filenameRémi Verschelde2019-02-121-1755/+0
| | | | | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `scene/2d/navigation2d.h` -> `navigation_2d.h` - `scene/2d/screen_button.h` -> `touch_screen_button.h` - `scene/3d/scenario_fx.h` -> `world_environment.h` - `scene/audio/audio_player.h` -> `audio_stream_player.h` - `scene/resources/bit_mask.h` -> `bit_map.h` - `scene/resources/color_ramp.h` -> `gradient.h` - `scene/resources/shape_line_2d.h` -> `line_shape_2d.h` - `scene/resources/scene_format_text.h` -> `resource_format_text.h` - `scene/resources/sky_box.h` -> `sky.h` Dropped: - `scene/resources/bounds.h`
* TSCN: Remove extra newline after [resource]/[ext_resource]Rémi Verschelde2019-02-101-2/+2
| | | | | Some cases had been handled in #17602, but those two were missed. Fixes #24677.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Properly remember EOF when interactive loader is done, fixes #14936Juan Linietsky2018-11-121-2/+2
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* -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-1/+3
| | | | -Removed one and zero hints for properties, replaced by default value
* Merge pull request #21982 from luzpaz/misc-typosRémi Verschelde2018-09-131-5/+5
|\ | | | | Misc. typos
| * Misc. typosluz.paz2018-09-121-5/+5
| | | | | | Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
* | Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-5/+5
|/ | | | | | 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.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Visual Shaders are back.Juan Linietsky2018-07-141-1/+1
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* Removed unnecessary newlines from tscnIvan Vodopiviz2018-03-251-9/+4
| | | | References #6025. Made small changes to avoid adding newlines for no reason.
* Fix serialization of identifiers with non printable ASCII charactersRémi Verschelde2018-03-021-2/+9
| | | | Fixes #6888.
* Refactor version macros and fix related bugsRémi Verschelde2018-02-231-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
* Ability to import .escn files, which is just a .tscn but with forced import.Juan Linietsky2018-01-301-0/+2
| | | | This works together with the new Blender to Godot exporter.
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* 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!
* Improve duplication and saving of instanced scenesMatthias Hoelzl2017-12-161-1/+10
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* -Added new scene conversion to binary on export (disabled by default, please ↵Juan Linietsky2017-12-151-220/+554
| | | | | | test) -This method works by directly converting text to binary, so the scene does not need to be loaded and saved
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-1/+1
| | | | Fixes #12973.
* Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Fix issues regarding reload of resources in imported scenes. Closes #10017Juan Linietsky2017-08-311-2/+3
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* 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 Braam2017-08-241-2/+2
| | | | | | | | | | | | 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/
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-2/+2
| | | | Fixes #10244.
* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-13/+13
| | | | -Added system for feature overrides, it's pretty cool :)
* Reworked translation systemJuan Linietsky2017-06-281-0/+10
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-480/+393
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Merge pull request #7002 from RandomShaper/vcs-friendlinessJuan Linietsky2017-01-251-6/+4
|\ | | | | Greater VCS friendliness
| * Improve .tscn VCSPedro J. Estébanez2017-01-161-6/+4
| | | | | | | | | | | | | | | | | | | | | | Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Bonus: Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file. This PR is back-compat; won't break the load of existing files.
* | Audio bus editing is COMPLETE!Juan Linietsky2017-01-251-1/+2
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-141-9/+11
| | | | | | | | | | 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.
* | rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky2017-01-141-1/+1
| | | | | | | | String.get_basename()
* | -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-12/+12
| | | | | | | | | | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* | Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-2/+2
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* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-7/+7
| | | | | | | | | | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* More improvements to visual script..Juan Linietsky2016-08-311-0/+4
| | | | fixed a bug of not saving when sub-nodes changed.
* Fixed properly not save signals that already exist in their base scenes, ↵Juan Linietsky2016-07-191-1/+3
| | | | closes #5656
* Revert "Homogeinize resource formats loaders/savers"Rémi Verschelde2016-07-191-0/+1474
| | | | | | | | The text format definition needs to stay in `scene/` as it relies on other scene components, and `core/` must stay self-contained. This reverts commits a5e27503fd52589703d637d1245a023233a14a27 and 1492fd846073a4fa643365a8a5d4e021868c0e48.
* Homogeinize resource formats loaders/saversPedro J. Estébanez2016-06-281-1474/+0
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* Remove error when getting dependencies from tscn files in some cases, closes ↵Juan Linietsky2016-06-281-21/+34
| | | | #3897
* Add quotes to .tscn keys, solves #4366Juan Linietsky2016-06-201-2/+7
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* Fix error storing path for children of instanced nodes in .tscn, fixes #4320 ↵Juan Linietsky2016-06-201-2/+0
| | | | fixes #4579 fixes #4580
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* -added missing .inc filesJuan Linietsky2016-06-171-1/+1
| | | | | | -Made it possible to change the editor theme -Added two options to theme editor plugin to create empty template themes and editor themes -Make sure that saved themes to .tres keep the null theme fields, to make it easier to keep those when saving/loading the theme
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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