| Commit message (Collapse) | Author | Age | Files | Lines |
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Comparing locales can have surprising outcomes since it standardizes
locales with defaults. For example, zh and zh_CN result in an exact
match since the defaults change them both to zh_Hans_CN. Expose the
add_default parameter publicly with a default of false so the fully
standardized locale can be inspected.
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Improve locale comparison
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Since 9456454109, country specific locales are always preferred over
country-less locales even when the OS locale country doesn't match. For
example, running the Godot editor with locale es_ES will result in the
es_AR locale being chosen even though the es locale would be better.
The change happened because the score of the es_AR locale and the es
locale are the same when comparing to es_ES. Change this by parsing
locale strings into a Locale structure and decreasing the score when
script, country or variant are set in both but not matched. For the
es_ES case, this causes the es_AR score to be decreased since the
countries don't match. On the other hand, the es locale is not decreased
since it doesn't specify a country.
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Fix duplicated entries in `TranslationServer::get_loaded_locales()`
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This helps, for importers spitting out new resources to the res://
filesystem to actually hash them to generate deterministic UIDs.
This PR also fixes the determinism for translations.
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Add fuzzy string matching to quick open search
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Co-authored-by: sam <samsface@gmail.com>
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Always add decimal when converting float to string
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Fix copyright headers referring to Godot
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- Ensure String::num_int64, uint64 returns an empty string for bases less than 2 or greater than 36.
- Added corresponding test cases to verify the behavior.
- Error messages are printed when invalid bases are encountered. These messages are suppressed in the test output.
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Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
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Add Linux Editor tests workflow matrix
Add Windows Editor w/ Mono workflow matrix
Add Generate Glue Code job to Windows workflow
Add Build GodotSharp job to Windows workflow
Add godot compatibility version references
Add Godot author info
Add Godot version compatibility info
Add Godot donor info
Add Godot authors and donors to editor_about.cpp
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
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- Adds `is_valid_unicode_identifier()`
- Adds `is_valid_ascii_identifier()`
- Deprecates `is_valid_identifier()`
- Renames `validate_identifier()` to `validate_ascii_identifier()`
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Fix `String::simplify_path` handling of relative paths to parent dir (`../`), fixes relative shader includes
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Fix `split_floats` behavior when spaces are used as separators
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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Sorts leading `_` before other characters except `.`.
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Add `NodePath::slice` method
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Add `String.reverse` method
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Use compile-time Unicode string conversion
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Thanks to this syntax introduced in C++11, this reduces the amount of work
that needs to be performed at run-time while making the code more terse.
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Don't append non unicode scalar values on the string, instead use the unicode replacement char
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