Commit Graph

29 Commits

Author SHA1 Message Date
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
trollodel 307427af89 Add the button pressed to some signals in Tree 2022-05-21 17:16:52 +02:00
Yuri Roubinsky 073abe4b9c Add "Add Script" option to project autoload settings 2022-03-12 12:57:05 +03:00
Haoyu Qiu 851ed8886c Fix Autoload capitalization inconsistency 2022-03-09 15:03:03 +08:00
Hendrik Brucker b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
jmb462 645cc71be4 Display an error message in settings when autoload name is invalid 2021-09-14 13:04:00 +02:00
Gregory Basile 8ab13f8ace Documentation search fixes
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
2021-06-16 09:43:34 -07:00
Rémi Verschelde 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
Rafał Mikrut e1811b689b Initialize class/struct variables with default values in platform/ and editor/ 2020-12-02 16:09:11 +01:00
Rémi Verschelde 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
unknown 600f7cb97c Dissolving class EditorLineEditFileChooser into EditorAutoloadSettings. 2020-04-05 14:10:30 +05:30
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Hugo Locurcio 352be7dbcc
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.
2020-01-31 11:51:21 +01:00
Rémi Verschelde 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
Hanif A 4dc717ea07
Make comparison operator== const
`operator==` of EditorAutoloadSettings is not const for whatever reason...
2019-07-19 21:52:30 -04:00
Michael Alexsander Silva Dias 57a03f0f02 Restrict Autoloads from having keywords as their names 2019-05-21 11:56:26 -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
George Marques 55b4b30ab2
Only add autoloads in editor if they have tool scripts 2018-05-22 13:26:13 -03:00
George Marques 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
Rémi Verschelde 693f5426d4
Merge pull request #16709 from willnationsdev/autoload-edit
Enable EditorPlugin to add/remove autoloads
2018-02-19 22:04:42 +01:00
Will Nations dd6313710e Enable EditorPlugin to add/remove autoloads 2018-02-14 20:15:57 -06:00
sersoong 1d36e33592 Add open feature to editor autoload settings 2018-01-02 14:55:16 +08:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Wilson E. Alvarez 428f03cf06 Updated function argument names 2017-08-12 15:12:49 -04:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
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