Commit Graph

103 Commits

Author SHA1 Message Date
8b06085249 Implement the %command% placeholder in the Main Run Args setting
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`

The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.

(cherry picked from commit ce4aa07276)
2021-05-09 17:47:38 +02:00
140350d767 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
2021-05-05 15:02:01 +02:00
a828398655 Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
b5e1e05ef2 Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
6e600cb3f0 Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
0eb220eedc Fix bug causing project.godot to be ignored when project.binary is missing
(cherry picked from commit 862e2df1a4)
2021-03-17 15:17:02 +01:00
20f7037edb Add GLOBAL_DEF_ALIAS and alias for rename of pixel_snap
Having to rename project settings is rare, but when it does occur it can cause user confusion. In order to make compatibility more seamless this PR introduces two new GLOBAL_DEF functions,

GLOBAL_DEF_ALIAS(new_name, old_name, default)
GLOBAL_DEF_ALIAS_RST(new_name, old_name, default)

These are the same as the existing GLOBAL_DEF functions except that if the new setting is not found, it attempts to load from the old setting name. If the old setting is found, it stores it into the new setting, and then calls the regular GLOBAL_DEF functions.
2021-03-09 15:16:24 +00:00
e9e0cac3f5 Allow to save override.cfg with ProjectSettings
(cherry picked from commit 156c402f2b)
2021-03-08 17:40:22 +01:00
e7ee561ca0 Detect external modification of scenes 2021-02-11 01:08:49 +01:00
49646383f1 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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
cc86b11858 Fix .pck lookup for extensionless binary in macOS resources.
(cherry picked from commit 7be8759991)
2020-12-02 16:08:29 +01:00
c2a7df79ce Favor project.binary over project.godot
(cherry picked from commit 37d515e99c)
2020-10-28 14:05:40 +01:00
d571de5f81 added load resource pack with offset feature
(cherry picked from commit c524d50444)
2020-09-24 14:43:09 +02:00
813fab55d8 Fix overriding compression related settings
(cherry picked from commit 1f73469b50)
2020-07-13 15:15:40 +02:00
77aa8c0095 Improve documentation of ProjectSettings::setup
Subsequent PRs adding and fixing support for bundled PCKs
did not update the documentation /o\

(cherry picked from commit 0183bfbb0f)
2020-06-04 11:07:54 +02:00
caadd761f2 Priorize Embedded PCKs on loading
If existing, embedded PCKs are loaded before the pcks the engine might
find next to it.

Fixes #37568

(cherry picked from commit fba98950c7)
2020-05-05 13:41:29 +02:00
faf858fe41 Revert "Made possible to specify where to dump the contents when loading a ".pck" file"
This reverts commit ffcfd9c8ea.

This was not so useful as is due to the way dependency paths are stored
in scenes and resources.
2020-04-20 13:48:02 +02:00
ffcfd9c8ea Made possible to specify where to dump the contents when loading a ".pck" file
(cherry picked from commit 3c261e0dfa)
2020-04-17 13:00:52 +02:00
d07cdc594f [macOS] Load PCK from the .app bundle resources, instead of changing working directory. 2020-01-10 18:02:29 +02:00
eadf04e1dd Merge pull request #34476 from volzhs/no-slash-localize_path
Make sure no additional slash being added with localize_path
2020-01-02 19:11:18 +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
02d5591d9d Make sure no additional slash being added with localize_path 2019-12-20 14:49:01 +09:00
e7e095da3f Encodes property names properly in project.godot 2019-12-20 10:42:08 +08:00
a1f1a1d798 Revert "Fix localise_path method so that uncached scripts don't sometimes get loaded with two backslashes"
This reverts commit 1342551664.
2019-11-26 13:42:18 +01:00
99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
1342551664 Fix localise_path method so that uncached scripts don't sometimes get loaded with two backslashes 2019-11-06 03:32:02 +00:00
28fcc5e25a Merge pull request #32291 from Dragoncraft89/add_load_resource_flag
Add flag to control the replacement of files by ProjectSettings.load_resource_pack
2019-09-25 16:30:01 +02:00
aae25abf30 Add flag to control the replacement of files by ProjectSettings.load_resource_pack 2019-09-25 15:29:59 +02:00
17732fe698 Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
5bd01bf637 Add a project description setting
The description is displayed as a tooltip when hovering the project
in the Project Manager. It can span multiple lines.

This partially addresses #8167.
2019-08-28 22:34:29 +02:00
f013596760 Allow to define and load script templates per project
Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.

The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.

Templates have at most two origins now:

1. Project-specific, defined in `ProjectSettings`, for instance:
    - res://script_templates/
2. Editor script templates, for instance:
    - %APPDATA%/Godot/script_templates/

As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
2019-08-22 20:51:30 +03:00
71d71d55b5 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
Condensed some if and ERR statements. Added dots to end of error messages

Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
01cc7a996b Use reference to constant in functions 2019-07-10 11:54:12 +02:00
6e9cb44004 Merge pull request #30282 from neikeq/editor_in_cs_equals_win
Re-write mono module editor code in C#
2019-07-05 10:29:19 +02:00
a149e412f7 Merge pull request #24086 from RandomShaper/bundle-pck-to-executable
Enhance game export
2019-07-05 10:28:29 +02:00
0639946c72 Fix localize_path not always working
We make sure the resource dir path ends with a trailing '/' for safety reasons, so we must make sure the path we compare it to does so as well.
2019-07-05 09:38:28 +02:00
40f4d3cf0f Add embedded PCK option to PC platforms
The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly.

The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.
2019-07-03 21:58:12 +02:00
3c154eb93b Remove unnecessary code and add some error explanations 2019-07-01 12:59:42 +02:00
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
971b5160c6 Merge pull request #29306 from qarmin/small_code_fixes
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
8245db869f Small fixes to unrechable code, possibly overflows, using NULL pointers 2019-06-03 21:52:50 +02:00
9ad9d1f3b3 Don't localize paths that contain but are not in the resource path
This issue could be triggered if you try to access a path which contains
the resource path string in its absolute path, while pointing to a directory
which is *not* in the resource path.

It's clearer with an example: with `/my/project` as resource path, the
previous logic would also localize `/my/project_data` to `res://data`, which
is incorrect and would lead to a cryptic error.

Fixes #24761.

Co-authored-by: volzhs <volzhs@gmail.com>
2019-05-30 16:03:12 +02:00
62c9af4072 Merge pull request #25647 from QbieShay/fix_25440
Added a setting for files in which the editor should search (project specific)
2019-05-29 16:58:28 +02:00
1f54b11da6 Enable object decoding when serializing binary project settings 2019-04-15 15:30:54 +02:00
650b698f51 Allow default audio bus layout modification 2019-04-05 17:19:25 +02:00
393e62b98a Add object encoding param to serialization methods
Network peers get_var/put_var
File get_var/store_var
GDScript/Mono/VisualScript bytes2var/var2bytes
Add MultiplayerAPI.allow_object_decoding member which deprecates PacketPeer.allow_object_decoding.

Break ABI compatibaility (API compatibility for GDNative).
2019-04-01 15:53:19 +02:00
c74bf2e6b1 Define android/modules globally so it appears in Project Settings
Until now people had to add it manually to project.godot to load custom modules.
2019-03-07 11:25:58 +01:00
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
c4eb974a8a Added a setting for files in which the editor should search (project wise).
Remembers the tickboxes but only during the same execution

Fixes #25440
2019-02-12 21:24:07 +01:00