The default value is 80. The hard line length guideline's default column
has been moved to 100 to account for the new soft line length guideline.
It can be disabled by setting its value to the same column as the
hard line length guideline.
Calculating the width for 100 items takes a millisecond in
a debug build on an i7-6700K. It's likely that the editor can remain
smooth even with 1,000 items, especially in a release build.
Index to find the last line wrap index was off by one, which prevented the first wrapped line to trigger autoscroll.
(cherry picked from commit 121030940c)
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)
Adding support for disabling virtual keyboard on mobile platforms, in
order to make it consistent with LineEdit.
It allows implementing a custom virtual keyboard.
See: https://github.com/godotengine/godot/pull/41139
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
The stack size of the undo history of a TextEdit was not limited leading
to potential memory leaks when doing lots of operations on a TextEdit.
This commit adds the option gui/common/text_edit_undo_stack_max_size
to the project settings. The first element of the undo stack is popped
if the stack's size exceeds this value ensuring limited memory usage.
The default stack size setting is 1024.
Fixes#37838.
(cherry picked from commit 4a82390aaf)
The `TextEdit` one was indeed a potential bug.
The `PCKPacker` one seems to be a false positive, it's already in a
`for` loop that depends on `files.size()`.
(cherry picked from commit ca4e4506db)
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.
It will now raise an error whenever this happens so that we can fix
these situations. `max == min` is not allowed as it could lead to
divisions by zero in ratios, and `max < min` doesn't make much sense.
Fixes#33907.