Rémi Verschelde
565f7183aa
Prevent crash when we can't write to editor cache or config path
...
This can happen if users somehow got wrong user permissions assigned to
their Godot cache, config or data paths (e.g. `~/.config/godot`).
The error messages should give them a hint as to what the issue may be.
Fixes #33199 .
There may be other situations that still lead to a crash, we need to
review all uses of `FileAccess::open` with `FileAccess::WRITE` mode to
ensure that proper pointer validation is done.
2019-10-31 15:16:02 +01:00
Rémi Verschelde
c287f220ce
Revert "Fix plugin script classes defined even if inactive."
2019-10-02 19:17:59 +02:00
Rémi Verschelde
680bcb1ef4
Merge pull request #32434 from willnationsdev/script-class-no-plugins
...
Fix plugin script classes defined even if inactive.
2019-09-30 11:03:29 +02:00
willnationsdev
168f6cd975
Fix plugin script classes defined even if inactive.
2019-09-30 00:40:27 -05:00
qarmin
17732fe698
Added some obvious errors explanations
2019-09-25 10:28:50 +02:00
Braden Bodily
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
Rémi Verschelde
43238bb59a
DirAccess: Drop compat get_next(bool *is_dir) which was hidden
...
Fixes this warning:
```
./core/os/dir_access.h:74:17: warning: 'virtual String DirAccess::get_next(bool*)' was hidden [-Woverloaded-virtual]
```
Part of #30790 .
2019-07-25 11:09:57 +02:00
Rémi Verschelde
d17eac735c
Merge pull request #29815 from NilsIrl/plus_file_1
...
Replace ` + "/" + ` with `String::file_add()`
2019-07-01 12:06:35 +02:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
Nils ANDRÉ-CHANG
d2833d4f4d
Replace ` + "/" + ` with `String::file_add()`
2019-06-23 13:33:50 +01:00
XiaoLongHan
9d309096c9
fix file system not refresh on exFAT
2019-05-24 12:49:37 +02:00
Rémi Verschelde
e0574e1d98
Fix typos with codespell
...
Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
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
```
2019-05-19 13:10:35 +02:00
Juan Linietsky
04847ef5f9
Added ability for multiple images to be imported as an atlas
...
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
Juan Linietsky
f1e3bb0a15
Fixed issue where descriptor is left hanging, which causes file locked on Windows, closes #26342
2019-02-27 09:37:19 -03:00
Juan Linietsky
f669ebeeaf
-Properly handle missing ETC support on export
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
2019-02-26 18:45:06 -03:00
marxin
8d51618949
Add -Wshadow=local to warnings and fix reported issues.
...
Fixes #25316 .
2019-02-20 19:44:12 +01:00
Rémi Verschelde
b7cc2bb1e2
Core: Ensure classes match their header filename
...
Also drop some unused files.
Renamed:
- `core/dvector.h` -> `pool_vector.h`
- `core/io/resource_import.h` -> `resource_importer.h`
- `core/sort.h` -> `sort_array.h`
- `core/string_db.h` -> `string_name.h`
Dropped:
- `core/allocators.h`
- `core/os/shell.h`
- `core/variant_construct_string.cpp`
2019-02-12 13:34:25 +01:00
Rémi Verschelde
c3b0ee5941
Fix code style issues
2019-01-26 22:35:31 +01:00
Juan Linietsky
6fa632b821
Add function to obtain filesystem type from DirAccess.
...
Change EditorFileSystem to not use directory modification times on FAT32, fixes #20946
2019-01-21 18:06:14 -03:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Marc Gilleron
065e2670af
Added basic support for custom resource savers and loaders
2018-12-15 05:34:53 +00:00
Juan Linietsky
da0ec37aa9
Reworked how non-imported resources are reloaded on change, fixes #19852
2018-11-20 21:48:48 -03:00
Juan Linietsky
e647342140
Moved folding outside the resource files, now saved outside the project.
2018-10-29 16:37:09 -03:00
Juan Linietsky
f12cb82e0f
Fixes to baker, restored xatlas and fixed bake options.
2018-10-05 19:00:32 -03:00
willnationsdev
fa271e4870
Fix EditorSettings saving on draw calls
2018-09-19 21:37:55 -05:00
willnationsdev
5436abefe4
Refactor editor icon retrieval
2018-09-14 09:27:56 -05:00
Rémi Verschelde
bcc50de2d1
Merge pull request #21540 from YeldhamDev/image_reimp_error_fix
...
Fix error when reimporting an Image resource
2018-09-13 14:09:39 +02:00
Rémi Verschelde
1a16dabfb5
Merge pull request #21982 from luzpaz/misc-typos
...
Misc. typos
2018-09-13 10:59:00 +02:00
luz.paz
08bde5b2de
Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
2018-09-12 21:39:17 -04:00
Rémi Verschelde
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
Michael Alexsander Silva Dias
dff7366c86
Fix error when reimporting an Image resource
2018-09-07 16:43:11 -03:00
Will Nations
6d9cc032e7
Add custom icons to script classes.
2018-08-14 14:18:05 -05:00
willnationsdev
1ea37c34ad
Add toggle for favorites in create_root_dialog.
2018-08-08 12:15:42 -05:00
Juan Linietsky
a3f1ee5c57
Global class names (and GDScript support for it)
2018-07-15 19:29:00 -03:00
Rémi Verschelde
db289e0e85
Merge pull request #17420 from marcelofg55/fscache_err_checks
...
Added error checks for fscache saving
2018-03-14 09:21:31 +01:00
Marcelo Fernandez
06e537fec5
Added error checks for fscache saving
2018-03-13 13:15:03 -03:00
Rémi Verschelde
bd82fc19e9
Merge pull request #17138 from simedis/import_md5
...
Make md5's not be in the same file as the import settings
2018-03-13 13:06:18 +01:00
ShyRed
188ccf190b
Update preview on filesystem change
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Check and recreate a file's preview, if it has changes to it in the filesystem.
2018-03-10 14:21:17 +01:00
Geoffrey
030b59502f
Moves the md5sum's from the <filename>.import file into .import/<filename>.md5
...
Saves asset md5sum's in a file that doesn't contain data that needs to be VC'd
Now saves the md5s to a different file (.import.md5)
Now reads the md5's from a separate file
Now uses a file in the .import folder to store md5s
2018-03-01 19:46:22 +01:00
Juan Linietsky
bb2341e813
Make sure .import folder exists before importing, in case user deleted it manually. Fixes #15315
2018-01-05 17:30:29 -03:00
Rémi Verschelde
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
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
...
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky
988d29bdd8
Reimport now checks source path changes and imported files and their md5, fixes #14728
2017-12-27 15:22:04 -03:00
Ray Koopa
5fbd71af17
Add context menu to editor file dialogs.
2017-12-05 21:05:58 +01:00
Juan Linietsky
60de407262
Add a bit space around the .import [deps] tag to make it more readable.
2017-11-24 14:00:01 -03:00
Juan Linietsky
bb83c7d6b7
Changed reimport logic to also check md5 before reimporting, fixes #13135
...
Has the nice side effect that you can share your .import folder or rename
your project and godot wont reimport stuff.
2017-11-24 13:39:41 -03:00
Rémi Verschelde
ad199c3964
EditorSettings: Rename settings_path to settings_dir
...
Also to prepare for upcoming refactoring for XDG support.
2017-11-17 20:55:09 +01:00
Juan Linietsky
0130bbfac0
Make sure scan happens after all nodes enter scene (including plugins), fixes #9286
2017-11-15 12:42:08 -03:00
Daniel J. Ramirez
2932cc79ee
Update meshes when reimporting,
...
Save scene preview even when not doing save and play.
2017-11-12 13:41:44 -06:00
Rémi Verschelde
6361e24f29
Cleanup unnecessary debug prints
2017-10-21 20:41:07 +02:00
Juan Linietsky
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
Juan Linietsky
423ca9bcaf
Fix import order, so scenes are imported after textures.
...
Also fix bugs when meshes are always generated.
2017-09-20 21:04:20 -03:00
Rémi Verschelde
25bfd49792
Merge pull request #10840 from rtroncoso/fix-reimporter-defaults-load
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Fix importer not applying default settings
2017-09-01 08:05:41 +02:00
Rodrigo Troncoso
cdc6b41663
Fix importer not applying saved default settings on load
2017-08-31 20:19:57 -03:00
Juan Linietsky
d39e79e7ec
Fix issues regarding reload of resources in imported scenes. Closes #10017
2017-08-31 18:57:44 -03:00
Juan Linietsky
181420f3b2
Added nice icon to show when a file is broken on import.
2017-08-29 20:17:59 -03:00
Juan Linietsky
145ff58277
Fix constant reimport on broken files, closes #9930
2017-08-29 20:17:59 -03:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Juan Linietsky
33c1d25517
Several improvements and fixes to import system. Might fix many issues opened, but have to check in detail..
2017-08-17 17:18:50 -03:00
Andreas Haas
2d0e7a521f
Merge pull request #10345 from Hinsbart/remove_imported
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Removing a Resource also deletes imported files.
2017-08-15 22:21:53 +02:00
Juan Linietsky
a4f9c95169
Small fix for problem of nodes losing type, this is not good enough to solve a core reimport problem, but so far fixes #8116
2017-08-15 16:28:34 -03:00
Andreas Haas
155402dc1b
Removing a Resource also deletes imported files.
2017-08-15 01:13:41 +02:00
Ignacio Etcheverry
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
Juan Linietsky
85945e4367
Added a .gdignore check to ignore specific folders. Closes #8461
2017-08-06 11:43:48 -03:00
Juan Linietsky
66009706c9
-Ability to set default import presets for type
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-More presets for scene importer
-Option in scene importer to export root nodes as separate scenes
-Fixed MeshInstance preview
2017-07-23 18:50:25 -03:00
Juan Linietsky
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
Poommetee Ketson
49c7620326
Add object type hint for docs
2017-07-19 02:03:34 +07:00
Bojidar Marinov
c89d9720f0
Fix EditorFileSystem duplicating root folder in new folders
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Also, add some uninitialized variables into constructors (I like to applease cppcheck).
Also, remove unused md_count.
Fixes #3662 .
2017-06-16 23:32:46 +03:00
Damian Day
f2564ca97f
Fix natural sorting order in EditorFileDialog, FileDialog and EditorFileSystemDirectory
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Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural
Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String.
Fixes #8712 .
2017-05-12 13:02:25 +01:00
Rémi Verschelde
7ce8342ac5
Rename project file to "project.godot"
...
Slimmed down variant from the reverted #8375 .
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).
This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).
Closes #6915 .
2017-05-01 17:50:19 +02:00
Juan Linietsky
6d2f985db4
Revert "Use .godot as file extension for project files."
2017-04-29 17:56:51 +02:00
Andreas Haas
c06a2db63a
Use .godot as file extension for project files.
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Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)
Code-wise this should be complete, but there's still work to do:
- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.
Tested on linux and windows so far.
2017-04-16 10:19:07 +02:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
Rémi Verschelde
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
Rémi Verschelde
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