Commit graph

32 commits

Author SHA1 Message Date
kobewi
ff42cb0d1e Fix missing directories when exporting from cmd 2023-02-20 17:39:38 +01:00
bitsawer
d1521933bb Expose and document ProjectSettings.get_global_class_list() 2023-02-04 23:22:27 +02:00
Juan Linietsky
79897dd5bc Restore script class cache if removed
I have no idea why anyone would do this, but this fixes it.

Fixes #72154. Depends on #72444 being merged to function properly.
2023-01-31 11:28:21 +01:00
kobewi
c0083e431b Cleanup unused engine code v2 2023-01-19 13:02:18 +01:00
kobewi
6444c7d127 Move global script class cache to separate file 2023-01-16 10:16:30 +01:00
Juan Linietsky
6f0e210093 Refactor ProjectSetting overrides
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this

This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.

Fixes #64100. Fixes #64014. Fixes #61908.
2023-01-13 15:13:56 +01:00
Rémi Verschelde
163f6f5fe8
Merge pull request #68429 from KoBeWi/PropertySettings
Add PropertyInfo overload for GLOBAL_DEF
2023-01-06 22:59:29 +01:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00
Marius Hanl
5aa243f9da Added the possibility to define a default value in ProjectSettings.get_setting(), which is used when no setting is set.
Also added tests for the project settings.

Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
2022-12-21 19:49:57 +01:00
kobewi
7c6b659bd7 Add PropertyInfo overload for GLOBAL_DEF 2022-12-11 21:36:48 +01:00
ryburnj
9d6af9323a Fix inconsistent scene file name casing by moving existing Name_Casing code to separate function in editor_node, and adding a call from both editor_node and scene_tree_dock. 2022-09-18 11:17:22 +10:00
Aaron Franke
0a87bd7b54
Only compile project features logic in editor builds 2022-08-27 21:02:35 -05:00
Yuri Sizov
980f5f32f4 Make property_*_revert methods multilevel and expose them for scripting 2022-08-18 00:03:53 +03:00
kobewi
83014f8901 Add GLOBAL_DEF_INTERNAL to hide specific settings 2022-06-07 14:14:03 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Ricardo Buring
9d9b50855c ProjectSettings: use RBMap again instead of HashMap
This fixes corruption of project.godot and failure to load global classes.
2022-05-17 14:49:58 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
reduz
8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Aaron Franke
9851d3c5b2
Move logic for saving project features to ProjectSettings save_custom 2021-11-25 03:08:05 -06:00
Aaron Franke
e81c689592
Project feature warning system 2021-11-24 10:32:07 -06:00
kobewi
7dc97d6558 Ignore override.cfg when in editor 2021-11-22 16:10:31 +01:00
ne0fhyk
b5c750fa65 Restrict the project data directory configuration 2021-10-18 14:10:38 -07:00
ne0fhyk
3e44a6375e Make the project data directory customizable. 2021-10-11 14:40:14 -07:00
ne0fhyk
69f890ff11 Provide a getter for the project data directory. 2021-09-15 12:52:03 -07:00
Lyuma
31f790299c Use OrderedHashMap for autoloads to preserve order 2021-08-26 21:55:26 -07:00
Eric M
074f53563d Added ability to override built-in actions for the editor
This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
2021-02-18 16:22:50 +01:00
reduz
64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
kobewi
c390c82014 Detect external modification of project.godot 2021-02-09 14:44:44 +01:00
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Eric M
3528b29669 Removed references to 'registering_order', as it was unused. 2020-11-26 15:37:40 +10:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Renamed from core/project_settings.h (Browse further)