Commit Graph

41 Commits

Author SHA1 Message Date
f911ebc328 Improved warning shown when autoload cannot be added.
(cherry picked from commit 58caa2c453)
2020-06-04 12:16:39 +02:00
725ff19636 Improve the AutoLoad editor UX
- Convert the default AutoLoad name to PascalCase when selecting a file.
- Disable the "Add" button if the path is empty or the name is invalid.
- Prefix the automatically-chosen name with "Global" if it would
  conflict with a built-in class.
- Replace the FileList icon with the Load icon as it better represents
  the action.

(cherry picked from commit 352be7dbcc)
2020-02-14 15:52:50 +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
078c0d75f2 Cleans up headers included in editor_node.h 2019-12-24 21:46:05 +08:00
daf443bcbc Fix an exception when trying to close down editor with plugins enabled. 2019-08-22 16:30:55 +01:00
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
eaaff9da31 Merge pull request #29941 from qarmin/redundant_code_and_others
Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
4e5310cc60 Some code changed with Clang-Tidy 2019-06-26 15:08:25 +02:00
0716c59f14 Check if autoload nodes are != NULL before deleting them.
This fixes #27854
2019-06-24 16:00:54 +02:00
340c2c0584 Fix minor typos 2019-06-17 15:11:49 +03:00
57a03f0f02 Restrict Autoloads from having keywords as their names 2019-05-21 11:56:26 -03:00
35a0162167 Improve wording of various messages and make casing more consistent
This also adds the number of selected projects to the confirmation
dialog that appears before removing projects.
2019-04-21 14:37:14 +02:00
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
ee74c7808b Update autoload references when moving files.
Prior to this, file references in autoload were not updated when a
script was moved or renamed. This adds extra logic to update the
autoload references when updating project settings.

Fixes #22995.
2018-10-16 18:57:21 -07:00
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
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
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.
2018-07-26 00:54:16 +02:00
c45a8a574a Remove extra addition to tree of editor autoloads
Fix #19675
2018-06-25 13:07:14 -03:00
e1338ac0eb Fix order to register autoloads in-editor 2018-06-18 15:52:46 -03:00
12f93e9a0e Fix drag and drop autoload 2018-06-09 20:07:58 +09:00
55b4b30ab2 Only add autoloads in editor if they have tool scripts 2018-05-22 13:26:13 -03:00
decf178033 Enable autoload in editor
- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
2018-05-01 11:44:08 -03:00
f494d5ac5c Fix column width on AutoLoad table on hidpi displays 2018-03-11 15:28:23 +01:00
693f5426d4 Merge pull request #16709 from willnationsdev/autoload-edit
Enable EditorPlugin to add/remove autoloads
2018-02-19 22:04:42 +01:00
dd6313710e Enable EditorPlugin to add/remove autoloads 2018-02-14 20:15:57 -06:00
0ea6f7fa4d Merge pull request #15260 from sersoong/master-addopeninprojectsettings
Add open feature to editor autoload settings
2018-02-14 17:10:58 +01:00
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
1d36e33592 Add open feature to editor autoload settings 2018-01-02 14:55:16 +08:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
0d04f212a3 Clean up setting dialogues a bit. 2017-12-17 18:39:36 +01:00
3d87b70f7a Added the set/get_setting function in Editor/Project settings. Renamed has() to has_setting. Fixes #11844 2017-10-05 15:34:34 -03:00
bdd5361548 Fix remove icon in autoload panel 2017-09-27 10:08:28 -03:00
5ad9be4c24 Rename pos to position in user facing methods and variables
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.
2017-09-20 13:11:10 +02:00
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
cbcf40bd31 -Volume sliders, mute, solo and fx bypass are functional, closes #9021
-Fixed tree reselect, makes reselecting an audio bux FX work
2017-08-18 18:21:53 -03:00
76005a8e75 Style: Apply clang-format on all files
Thus fixing some invalid changes that had still made it to the master branch.
2017-07-30 22:53:40 +02:00
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00