- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
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.
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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.
Also, match multi-line delete behavior in script with single line:
If there are four lines: A, B, C, D.
Before the change:
Delete C: Cursor lands on D
Delete B and C: Cursor lands on A
After the change:
Delete C: Cursor lands on D
Delete B and C: Cursor lands on D
Handle shortcuts in CodeTextEditor::_input() so that we get them before its
text_editor's TextEdit::_gui_input() function does. If we don't, that
function will execute the following code:
if (k->get_shift()) {
_pre_shift_selection();
}
#ifdef APPLE_STYLE_KEYS
if (k->get_command()) {
cursor_set_line(0);
} else
#endif
So using Command+Shift+Up for the Move Up shortcut would just result in
selecting all text to the beginning of the document, rather than moving the
current line up.
Fixes#28059.
- Count and panel per script.
- Ability to disable warnings per script using special comments.
- Ability to disable warnings globally using Project Settings.
- Option to treat enabled warnings as errors.
- make LineEdit resizable for find/replace
- move replaced count/no match message to status bar
- fix replaced n occuurence message is not displayed when n > 0
Fixes#15394
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.