c69e0d16bc
Fix multiple missing UTF-8 decoding.
2022-01-06 14:35:22 +02:00
21cfcaa129
Add a GDScript template for VisualShaderNodeCustom
2022-01-06 12:06:33 +03:00
6d4ed65f4c
Merge pull request #56483 from vnen/gdscript-warning-annotation
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Add annotation to ignore warnings
2022-01-05 09:05:56 +01:00
fd643c903d
GDScript: Add annotation to ignore warnings
2022-01-04 09:32:43 -03:00
fe52458154
Update copyright statements to 2022
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Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
98b3ba1842
Merge pull request #53957 from fabriceci/new-template-workflow
2022-01-03 20:40:33 +01:00
9d5b807059
Improve editor template workflow
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Co-Authored-By: jmb462 <jmb462@gmail.com >
2022-01-02 21:52:09 +01:00
a124f1effe
Fix various typos
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Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com >
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com >
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com >
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com >
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com >
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com >
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com >
Revert previously committed change
2022-01-02 01:03:58 -05:00
ab8119b5f6
Avoid a crash in the gdscript analyser
2021-12-14 15:54:25 +01:00
566895732c
Fix shadowed global identifier warning duplication
2021-12-13 11:54:23 +03:00
f19a1e28c8
Revert "Fix auto reload scripts on external change"
2021-12-10 22:40:20 +01:00
1cf3f382ba
Fix "Lookup Symbol" on global class members
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"Lookup Symbol" on global class members now does switch to the relevant script.
2021-12-10 19:56:46 +08:00
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
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Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
012b2b5385
Merge pull request #55700 from Razoric480/raz/lsp-extraneous-code
2021-12-09 13:12:49 +01:00
49403cbfa0
Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
1a8741aaca
Merge pull request #49473 from cptchuckles/fix-auto-reload-scripts
2021-12-09 10:06:22 +01:00
ad01201f34
Remove extraneous return to LSP
2021-12-07 12:37:11 -05:00
be975e5d18
Merge pull request #55624 from Razoric480/raz/cs-lsp-signal
2021-12-06 17:46:25 +01:00
de7873c2d8
Auto-Increment Debugger Port
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Note: This PR also changes the port of the GDScript Language Server from 6008 to 6005. This opens enough ports above the debug port (6007) for this change to be useful.
2021-12-04 15:25:13 -06:00
66f1b4bf66
Prevent LSP adding signal func to non GDScripts
2021-12-04 10:58:05 -05:00
c3fb5ff359
Fix typo in gdscript_parser
2021-12-03 21:47:27 +01:00
7da392bcc5
Don't return reference on copy assignment operators
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We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.
According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B) , C++
allows any arbitrary return type, so this is standard compliant.
This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
ce48604eb7
Enchance descriptions of @GlobalScope/@GDScript
2021-11-25 14:24:09 +03:00
e078f970db
Rename remove() to remove_at() when removing by index
2021-11-23 18:58:57 -07:00
3ba2d17d2f
Merge pull request #54949 from Chaosus/fix_warning
2021-11-23 15:15:36 +01:00
4682f22293
Improve various texts
2021-11-23 12:20:57 +01:00
6c1bd4d227
Replace Godot docs URL with $DOCS_URL in XML class reference
2021-11-15 13:02:21 +01:00
3396b25489
Allow using built-in names for variables, push warnings instead
2021-11-13 21:47:24 +03:00
88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed
2021-11-12 13:42:58 +01:00
3b320cd9fe
Show built-in script names in the debugger
2021-11-11 20:47:09 +01:00
74b9892f7a
[GDScript] Check string literals for Unicode direction control characters.
2021-11-11 15:41:59 +02:00
e8870ddefc
Merge pull request #54676 from Chaosus/gds_restrict_names
2021-11-10 15:20:44 +01:00
92ae349668
Merge pull request #54358 from Shawak/feature-allow-root-node-paths-without-quote
2021-11-10 15:19:17 +01:00
c7a8e047cc
Allow using $/root node paths
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format
fix shadowing
use match instead of comparison
Update gdscript_parser.cpp
2021-11-09 18:46:28 +01:00
605784f019
Remove hash symbol in front of opcode error messages in GDScript
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The hash symbol creates spurious issue references on GitHub if
the message is posted outside a code block, which means some issues
have a lot more references than originally intended.
2021-11-09 12:20:16 +01:00
236fd3305b
Merge pull request #54473 from briansemrau/no-debug-functions-on-thread
2021-11-08 19:37:48 +01:00
95f6f3c756
Prevent identifiers from naming as built-in funcs and global classes
2021-11-08 21:35:31 +03:00
78ed2c05a2
Merge pull request #54118 from Pineapple/dont-ignore-type-mismatch-in-setter-master
2021-11-08 19:26:27 +01:00
4995a477ff
Fix LSP crash when parsing signal symbols.
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If the number of parameters was less than the number of class members, the LSP would cause godot to crash because it was using the index for class members instead of the index for signal parameters.
Fixes #54720 .
2021-11-07 12:20:25 -05:00
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
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This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
5efb11926d
Merge pull request #54346 from mhilbrunner/used-what-instead-of-what
2021-11-02 08:48:58 +01:00
d3051b2637
GDScript gracefully handle debug functions from separate thread
2021-11-01 12:13:25 -04:00
6772ebcea0
Move the docs for constructors and operators out of methods section
2021-10-29 12:34:57 -05:00
f7d852b532
Merge pull request #54350 from akien-mga/clang-format-dont-align-operands
2021-10-28 17:10:52 +02:00
6b090e325a
Merge pull request #53526 from KoBeWi/super_print
2021-10-28 15:47:52 +02:00
3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
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All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
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Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
626ca50676
Improve GDScript indentation error message
2021-10-28 13:01:53 +02:00
d03b7fbe09
Refactored Node3D rotation modes
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* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis
Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
42cce2891f
Don't ignore the type mismatch in setter function
2021-10-22 12:44:33 +02:00