Commit graph

89 commits

Author SHA1 Message Date
kobewi
43fbd3adc7
Allow to name built-in scripts upon creation
(cherry picked from commit 64a2681cf0)
2021-11-20 11:46:33 +01:00
Hugo Locurcio
10ef55ce23
Use bullet points in the editor instead of dashes where relevant 2021-07-28 19:47:11 +02:00
Aaron Franke
573b7247bf
Set a minimum size for status panel elements in ScriptCreateDialog 2021-05-20 08:08:24 -04:00
Aaron Franke
e82f56e3a9
Update size when updating ScriptCreateDialog 2021-05-05 18:10:17 -04:00
Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Aaron Franke
d304187357
Warn when creating a script with the same name as the parent class
(cherry picked from commit 5a9037f828)
2021-04-29 12:23:33 +02:00
Rémi Verschelde
49646383f1
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Tomasz Chabora
24872bffce Make sure built-in script warning fits in dialog 2020-06-05 14:40:08 +02:00
Andrii Doroshenko (Xrayez)
3649c61e46 Prevent crash attaching a script with no languages registered
(cherry picked from commit 52f3cfca6f)
2020-06-04 12:09:40 +02:00
Hugo Locurcio
0ce6ac0bbb Warn about built-in script limitations in the script creation dialog
This partially addresses #31758.

(cherry picked from commit ac210e196c)
2020-04-16 12:47:18 +02:00
SkyJJ
9091e8d839 Fix script icon not showing at startup bug
(cherry picked from commit 032b0e5899)
2020-02-18 14:19:25 +01:00
Michael Alexsander
8030178e48 Fix built-in script creation loading existing scripts by mistake
(cherry picked from commit f7374cef84)
2020-02-14 15:58:53 +01:00
Michael Alexsander
98b4ef274b Make ScriptCreateDialog's script valid message a bit more clearer
(cherry picked from commit 14e36c72b0)
2020-02-06 13:02:08 +01:00
Michael Alexsander
8708d44a50 Add option to disable loading scripts in ScriptCreateDialog 2020-01-09 13:09:23 -03:00
Michael Alexsander
f9d11120f7 Minor fixes for ScriptCreateDialog 2020-01-08 02:02:34 -03:00
dankan1890
51c601d2e3 [Mono]: the C# script icon is now visible in the editor. 2020-01-03 22:49:22 +01:00
Rémi Verschelde
a4936e500f
Merge pull request #34721 from dankan1890/ext_fix
ScriptCreateDialog: Suggested language extension now matches the selected language.
2020-01-01 11:32:12 +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
dankan1890
99efc93419 ScriptCreateDialog: Suggested language extension now matches the selected language.
Fixes #34711
2020-01-01 01:09:50 +01:00
Rafał Mikrut
99d8626f4a Fix some overflows and unitialized variables 2019-11-20 16:22:16 +01:00
Michael Alexsander Silva Dias
3333d447c0 Cleanup the "Attach Node Script" dialog 2019-09-27 00:49:20 -03:00
Bojidar Marinov
6c4407bae4
Add overriden properties to the documentation
Fixes #31855
2019-09-04 15:21:40 +03:00
Andrii Doroshenko (Xrayez)
f013596760 Allow to define and load script templates per project
Previously it was only possible to create custom script templates per
editor instance which could lead to certain name collisions, but now one
can create such templates per project tailored for specific use cases.

The default path to search for custom script templates is defined in
project settings via `editor/script_templates_search_path` setting as
`res://script_templates` path, yet this can be configured per project.

Templates have at most two origins now:

1. Project-specific, defined in `ProjectSettings`, for instance:
    - res://script_templates/
2. Editor script templates, for instance:
    - %APPDATA%/Godot/script_templates/

As script templates can have the same name over different paths,
the override mechanism was also added, enabling project-specific
templates over the editor ones.
2019-08-22 20:51:30 +03:00
Andrii Doroshenko (Xrayez)
bd9852b982 Display language icons in script create dialog 2019-08-12 15:31:03 +03:00
Ev1lbl0w
1994111037
Allow dots for class name in popup dialog
Signed-off-by: Ev1lbl0w <ricasubtil@gmail.com>
2019-07-10 13:44:52 +01:00
Hugo Locurcio
acbd0fea97
Use CheckBoxes in the editor instead of CheckButtons when applicable
CheckButtons should only be used if toggling them has an
immediate effect. Otherwise, CheckBoxes should be used.
2019-07-04 17:32:59 +02:00
LikeLakers2
4961db8e88 ScriptCreateDialog should emit the script_changed signal first 2019-06-29 23:18:37 -04:00
James Buck
2d28e393d6 Fix script create dialog
- Correctly validate parent/class names
- Trigger parent validation when selecting from buttons
- Fix enabling/disabling parent buttons
- Clear class name if not supported
- Minor cleanup
2019-06-11 16:05:24 -05:00
Michael Alexsander Silva Dias
3eb5d1b525 Hide "Built-in Script" option in the script creation dialog when not possible 2019-05-02 13:42:21 -03:00
Michael Alexsander Silva Dias
73d95f1006 Make small changes to the script dialog 2019-05-02 12:04:33 -03:00
Michael Alexsander Silva Dias
6cb4ef1c55 Fix script dialog asking for correct inheritance when not needed 2019-05-02 12:04:05 -03:00
DrNochi
23fd2a9175 Fix script dialog path validation to handle spaces correctly 2019-04-30 16:06:43 +02:00
Rémi Verschelde
8a7cf6f0d1
Merge pull request #25708 from SeleckyErik/issue-25611-script_dialog_cursor
Moves cursor to and selects "new_script" in Create Script dialog
2019-04-30 13:57:14 +02:00
Rémi Verschelde
9591e587fe
Merge pull request #26022 from lupoDharkael/create-script
Add class tree selection to script inheritance selection
2019-04-30 13:43:53 +02:00
Hugo Locurcio
35a0162167
Improve wording of various messages and make casing more consistent
This also adds the number of selected projects to the confirmation
dialog that appears before removing projects.
2019-04-21 14:37:14 +02:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
lupoDharkael
76560c8afa Add class tree selection to script inheritance selection 2019-02-18 19:16:09 +01:00
Erik
a83877a8e8 Moves cursor to and selects "new_script" in Create Script dialog
When Create Script dialog pops up, the cursor in the Path LineEdit is
moved to the "new_script" name placeholder and it is selected.
2019-02-08 18:42:05 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
volzhs
d072d5ed14 Create built-in script properly 2018-12-16 18:31:43 +09:00
DualMatrix
6dc0120c60 Prevent built-in-scripts from being made from FileSystem dock
Prevent built-in-scripts from being made from FileSystem dock
2018-09-23 17:38:59 +02:00
Michael Alexsander Silva Dias
75d5d81b8a Remove unnecessary "OK"s text settings 2018-09-15 21:40:50 -03:00
Rémi Verschelde
fb77cdf2f2 Fix default script name in ScriptCreateDialog
It would default either to '.gd' when created from the script editor,
or to 'res:///NodeName.gd' (three '/') when created from the scene tree dock.
2018-09-12 12:29:50 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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.
2018-09-12 09:52:22 +02:00
willnationsdev
69c09ab2fd Fix ScriptCreateDialog passing script w/ no filename 2018-09-08 15:04:55 -05:00
willnationsdev
2a6c591957 Expose ScriptCreateDialog to EditorPlugin 2018-07-04 09:41:12 -05:00
Rémi Verschelde
99c1323a08
Merge pull request #17388 from Hinsbart/mono_class_name
Mono: Avoid invalid class names.
2018-03-15 19:47:39 +01:00