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 🎆
This change avoids the editor to freeze for several seconds when a
project with lots of scripts is loaded in the editor.
It focuses on a few heavy operations previously executed on all
previously loaded scripts:
- Initialize script resource (script validation/parsing) only
on focus
- ScriptTextEditor: code editor and edit menu are added to the
scene only on focus
- Add to recent scripts only when opening new scripts
(load/save scene metadata)
- 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.
Ensures that when the `Selection Only` option is selected, the Replace
tool replaces occurrences of the search phrase only within the selected
region, and in order of occurrence.
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.
Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixesgodotengine/godot-proposals#639.
Fixes#37319.
Fixes#37690.
It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
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.
This closes https://github.com/godotengine/godot-proposals/issues/347.
-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
Add Navigation category for scroll and minimap settings.
Rename Line Numbers category to Appearance.
Rename Open Scripts category to Script List.
Rename "Draw Minimap" setting to "Show Minimap" (this is more consistent with other settings).
Reorder settings by category in code_editor.cpp to match settings list
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.
In code editor, when code is selected, cloning (CTRL+B) now clones only the selected code. The code is cloned to
the end of selection. The previous behaviour was to clone the full line which the selection "touches" to the new
line after the end of selection.
It was badly named (it disables code completion, not just the delay), and also
badly implemented (not preventing the timer for running, but just preventing it
to show the autocompletion).
It could be readded with a proper name and cleaner implementation if there's an
actual need for it.
Supersedes #24407 and closes#24352.
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.
- 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.
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.