Commit Graph

54 Commits

Author SHA1 Message Date
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
4219a4cb6f Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
b46672db72 Provide a way to hook into Inspectors UndoRedo. 2021-05-04 09:55:22 +02:00
218d124755 Display scene file extensions in the editor only if there's ambiguity
This also simplifies the Editor Settings as the extension is now
automatically shown to avoid ambiguity.
2021-03-20 20:38:18 +01:00
b1c60c757f Merge pull request #31747 from KoBeWi/scene_stalking
Detect external modification of scenes
2021-02-10 14:31:29 +01:00
c390c82014 Detect external modification of project.godot 2021-02-09 14:44:44 +01:00
e856c5593b Merge pull request #43222 from KoBeWi/sub_editor_oblivion
Remove unused get_subeditor() method
2021-01-29 12:28:55 +01:00
412125f191 Detect external modification of scenes 2021-01-16 23:33:04 +01:00
6fbe0a494b Fix cases of resources destroyed too early 2021-01-06 23:40:50 +01:00
b5334d14f7 Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
02161aad5a Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
16af326a46 Remove unused get_subeditor() method 2020-10-30 22:23:08 +01:00
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
cb282c6ef0 Style: Set clang-format Standard to Cpp11
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`.
2020-03-17 07:36:24 +01:00
3f335ce3d4 Texture refactor
-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
2020-02-11 11:53:26 +01:00
a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00
99cc4d246f Merge pull request #33343 from KoBeWi/scene_tree_dusting
Another scene tree dock menu cleanup
2019-11-07 15:17:14 +01:00
fb9ff92c29 Node create dialog filtering optimization
Avoid loading the same scripts again and parse them when updating the node type tree.
2019-11-06 17:21:14 +01:00
4ed2abb0bf Another scene tree dock menu cleanup 2019-11-04 16:45:16 +01:00
cedee8281b Allow to create scene from FileSystem dock 2019-08-15 19:47:21 +02:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
5436abefe4 Refactor editor icon retrieval 2018-09-14 09:27:56 -05:00
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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.
2018-09-12 09:52:22 +02:00
6d9cc032e7 Add custom icons to script classes. 2018-08-14 14:18:05 -05:00
3de15363ab Add script hierarchies,add-script btn auto-derives 2018-07-25 15:18:45 -05:00
0a1c1c660f -Added AnimationGraphPlayer (still missing features)
-Added ability to edit resources from built-in inspector (wip, needs testing and feedback)
2018-06-18 22:12:08 -03:00
8a9e7ab6a6 Merge pull request #15489 from willnationsdev/gdnative-hook
Add EditorPlugin.build() build callbacks
2018-05-26 19:01:45 +02:00
64cb61619a Merge pull request #15928 from StateOff/feature_batch_rename
Implements "Batch Rename" editor tool.
2018-05-08 07:36:24 +02:00
d4cdee5f9e Merge pull request #15640 from willnationsdev/resource-saved-signal
Added EditorPlugin 'resource_saved' signal
2018-05-07 15:07:32 +02:00
97e77688bb Now the inspector will show the custom resources added via plugin 2018-02-25 01:41:26 +01:00
80595ba92b Added EditorPlugin 'resource_saved' signal 2018-01-31 09:06:09 -06:00
e58b10c883 Implements "Batch Rename" editor tool. 2018-01-22 00:43:19 -05:00
732a877b21 Add EditorPlugin.build() build callbacks 2018-01-08 13:02:47 -06:00
9d3eb3d2b0 Fixes #15416 - "The deleted nodes are hanging in the inspector." 2018-01-08 03:12:41 -05:00
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
99eb394a5f Merge pull request #14802 from volzhs/selection-changed
Fix "selection_changed" called twice
2018-01-04 15:02:47 +01:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
57061413eb Properly rename scenes and resources after renaming or moving files, should fix #13976
It's not tested, so please test.
2017-12-26 16:32:12 -03:00
59564f267c Fix "selection_changed" called twice 2017-12-18 22:14:37 +09:00
69ccae3d99 Fix typo 'begining' to 'beginning' 2017-09-01 22:54:57 +07:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
cacced7e50 Convert Object::cast_to() to the static version
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/
2017-08-24 23:08:24 +02:00