* 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!
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.
Removes unnecessary `editor_node.h` includes in various editor classes.
Renames `dynamicfont` to `dynamic_font` in a couple files.
Misc cleanup while jumping through that rabbit hole.
This reverts commit a988fad9a0.
As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
This reverts #51619 and fixes the issue properly, as well as enabling
`fit_content_height` which is necessary following #57304.
Fixes#57174.
Also adds a placeholder for property and signal tooltips with no description,
factoring the code while at it.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Adds the "interface/editors/default_signal_callback_name" editor setting,
which allows you to specify the format of the default callback name
in the Signal Connection Dialog.
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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 🎆
Use popup_dialog() instead of popup_centered() to show edit dialog/
With popup_centered it is not possible to change the displayed
signal name. When this is not set the previous shown name is show
for the current dialog.
This is no problem when creating a new conenction as popop_dialog
is used there and this would update the title.
Fixes#42074