Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65dab6baa6a143bf3b3f64244be36712)
Documenting new additions has been an informal requirement for
a few months now. This makes it official.
(cherry picked from commit 6d0e8f9fb70ff00088185f59a627c8f65f5d78ed)
- Improve the bug reporting guidelines for readability.
- Make some guidelines more strictly applied in the interest of
bug report quality.
- Mention that feature proposals should now be opened on the
Godot Proposals repository.
- Update the Git commit message guide to be easier to follow.
- Fix warnings reported by markdownlint.
(cherry picked from commit 7b5c502ba5c69c68003441a425981a69ca4876c2)
Add an example on how to store signed integers on less than 64 bits,
using one bit for the signedness.
(cherry picked from commit cd25d184a5f547d7e7b6332a255908aa00f4ddc7)
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.
But here the proper fix is to catch the invalid scene file early on
and fail loading it.
Part of #17372.
(cherry picked from commit c080ec5da220474a80789afa33cc4f5612cddb50)
Each time `r_err_str` is set, we should return a parse error.
Removed redundant `return OK;` which were already handled after the big
`if`/`else if`/`else` for `TK_IDENTIFIER`.
Part of #17372.
(cherry picked from commit e7ebda975a4c9f9b8136a571df3c523931358f5b)
`latest_client_id` now defaults to `-1` (invalid ID) instead of `0`.
Also fix typo in notification `gdscrip_client/changeWorkspace`,
and fix argument names in method binds.
Fixes#39375.
(cherry picked from commit e34f33711b172a9fe6e5c562dee693ed467576be)
Using Color.blend function instead of custom code
Fixed clang_format
Removed unnecessary help
(cherry picked from commit b211a86ebe241599f95186f9db28be2061a19962)
Avoid load_scene for built-in resources to make sure we don't
open a scene tab and prompt for model file editing.
Load scene as regular resource instead and store the reference to keep
the dependency until the remote inspector cache is cleared.
(cherry picked from commit 01802074a01c41d8672664751f80b80069796f12)
This also changes how checkboxes are selected, which makes it possible
to click in the small area between two checkboxes and
still toggle a value successfully (which is arguably less frustrating).
(cherry picked from commit bbc435624f6569660eb12203b7c32c87b4027ecf)
As the masked light list takes no account of layer_min and layer_max, the canvas_layed_id is passed to the _light_mask_canvas_items function where it can be used to reject lights outside the layer range.
The value of this, does not include the layout.
The code has extra logic to map the unicode value to our keylist,
supporting ASCII and Latin-1.
(cherry picked from commit 0a35b97b62dc1f275a8c84397fe8319ecfc233e7
with help of https://github.com/Faless/godot/tree/js/keyCode)
ice_candidate_created should be emitted after set_local_description no
matter the type of the description (assuming no error is returned of
course).
(cherry picked from commit 39bcbf5690032f1f50712c5a908f0e51260471b0)