Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
The gizmo icon obstructed the line-based camera gizmo, which made it
difficult to see the actual camera orientation.
This also removes the unused SpatialStreamPlayer gizmo icon.
This closes https://github.com/godotengine/godot-proposals/issues/425.
The crosshair makes freelook navigation a bit easier, while making it
clearer that it's possible to select nodes by clicking while in
freelook mode.
The crosshair is only displayed while in freelook mode.
It uses an icon designed to be visible on any background.
- Add icons to the up/down bandwidth LineEdits for better
visual grepping.
- Make bandwidth LineEdit texts more prominent when data is being
received/emitted.
- Add more spacing between the up and down bandwidth LineEdits.
- Initialize the bandwidth texts using `set_bandwidth()` to ensure
consistency with the actual bandwidth texts once the profiler
is started.
- Fix icon colors when switching from a dark theme to a light theme
and vice versa.
- Add missing `EDSCALE` constants for hiDPI scaling.
The arrow is now displayed at the left to be consistent with
other places where folding is used. The arrow icons used are now
consistent with the rest of the editor. The `arrow_up` icon is
no longer used anywhere, so it was removed.
Additional spacing was also added for a better visual appearance.
- Add new handle icons for path/polygon editors
- Add smooth path point icons and curve tangent icons
- Use a gray color for tangent lines in the Path2D and Path editors
- Use antialiasing for Path2D lines
Keyframe SVG icons are now 10×10 instead of 8×8 (except for
Bezier-related icons). This makes them easier to select
since the empty space is part of the clickable area.
Selected keyframes are now also visually larger to make them
easier to distinguish from unselected keyframes.
This closes#27276.
This icon was likely added to be used in the renderer selection
dropdown, but now that the GLES2 and GLES3 icons have been removed
in favor of just using text, it'll probably never be used.
The functionality is similar to how `doc_classes` are retrieved per module.
The build system will search for custom icons path defined per module via
`get_icons_path()` method in `config.py` or default icons path.
If such paths don't exist, only the editor's own icons will be built.
Most module icons were moved from editor/icons to respective modules.
Godot 2.1 and 3.0 had this feature but it was lost in the rewrite
of the animation editor in 3.1.
Drop unused KeyValid icon, since all valid keys now have a custom
type icon.
- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver