fixes godotengine#82061
fixes godotengine#61556
Also, distinguish between main pack and DLC packs.
It's desirable to downloaded content to be as small as possible. This change avoids bloating non-main pack files with new versions of resources that are all read on startup and never used again. They have no effect if loaded after startup.
- project.godot/project.binary file
- extension_list.cfg
- app icon and boot_splash
- .ico and .icns files (these can still be opted in for DLC by listing them explicitly in the include filter)
Besides the regular option to export GDScript as binary tokens, this
also includes a compression option on top of it. The binary format
needs to encode some information which generally makes it bigger than
the source text. This option reduces that difference by using Zstandard
compression on the buffer.
This adds back a function available in 3.x: exporting the GDScript
files in a binary form by converting the tokens recognized by the
tokenizer into a data format.
It is enabled by default on export but can be manually disabled. The
format helps with loading times since, the tokens are easily
reconstructed, and with hiding the source code, since recovering it
would require a specialized tool. Code comments are not stored in this
format.
The `--test` command can also include a `--use-binary-tokens` flag
which will run the GDScript tests with the binary format instead of the
regular source code by converting them in-memory before the test runs.
This change introduces a new theme configuration struct to be
passed to the aforementioned routines to better control reuse
of styles and definitions in the generator.
Everything not passed and not explicitly shared is scoped so it
is not automatically accessible throughout the routine. This
should ensure that the decision to share styles is a conscious one.
In the future we will try to reduce the number of unique definitions
and share most of it. This PR is a stepping stone on this path.
This also puts the effort into separating redefinitions of
default theme items vs custom types introduced only by the editor.
In a few cases where editor-specific definitions need to reference
default definitions we simply fetch them from the theme. It's not
ideal and hides the dependency a bit, but hopefully these cases
will be abstracted properly in due time.
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.
Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.
All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
When the label's `autowrap_mode` is `AUTOWRAP_WORD_SMART` and the initial `text`
is set at the same time, it may have a higher height.
Set an appropriate minimum size for labels in windows that display incorrectly
so that these controls display properly.
Also fixes the timing issue when exporting all
presets at the same time, where the error report
would try to appear while the progress dialog
was still visible.
99% of the time we shouldn't rely on the signal, we
should use the notification instead. I left some comments
in places where I couldn't quickly improve the code.
Previously, an EditorInspector's property name can only be set from
outside. Inspectors used for settings needs to respond to changes in
editor settings. So a few boilerplate code is almost always needed,
including watching for a certain editor setting in `_notification()`.
This commit adds a `set_use_settings_style()` function to tell the
inspector to watch for editor settings changes on its own.
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
Fixes#75084.
The clamp_to_embedder setting was added in 8be16e0704,
but was not set on any of the in-editor dialogs.
This patch sets `clamp_to_embedder` on editor dialogs so they cannot be dragged out of the frame.
This also modifies `clamp_to_embedder` so a window is clamped to the bounds of an embedder when
it pops up and when the parent is resized.
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).
Fixes#59899
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.