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7 Commits

Author SHA1 Message Date
Wilson E. Alvarez 05a28f5adb
Refactor EditorHelpBit usage
Compiles yet need to take another look -- unsure if this is a proper
patch.

Due to upstream change:

	4e19ab8afe
2024-12-15 18:46:29 -05:00
Wilson E. Alvarez 92768dc579
Fix unhandled oneshot property hint
Due to upstream change:

	761a20f7a7
2024-12-11 18:50:11 -05:00
Wilson E. Alvarez 4ddf308485
Fix forbidden comparisons between Ref and nullptr.
Necessary when compiling with strict_checks=yes.

Due to upstream change:

	df29cc696f
2024-12-11 18:50:11 -05:00
Wilson E. Alvarez f0c2d383b6
Fix internal Button set_icon calls to set_button_icon
Due to upstream change:

    562c666e3d
2024-12-11 18:50:11 -05:00
Wilson E. Alvarez cc16d5a226
Fix unhandled tool button property hint
Due to upstream change:

	85dfd89653
2024-12-11 18:50:11 -05:00
Wilson E. Alvarez 714a771b82
Fix unhandled dictionary property hint
Due to upstream change:

	9853a69144
2024-12-11 18:50:11 -05:00
Wilson E. Alvarez 28466a3ecb
Update EditorMainScreen calls after its extraction
Due to upstream change:

	5e1c9d68aa
2024-12-11 18:50:11 -05:00
6 changed files with 3 additions and 78 deletions

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@ -121,8 +121,7 @@ LimboAI can be used as either a C++ module or as a GDExtension shared library. G
## Contributing ## Contributing
Contributions are welcome! Please open issues for bug reports, feature requests, or code changes. Contributions are welcome! Please open issues for bug reports, feature requests, or code changes. Keep the minor versions backward-compatible when submitting pull requests.
For detailed guidelines on contributing to code or documentation, check out our [Contributing](https://limboai.readthedocs.io/en/latest/getting-started/contributing.html) page.
If you have an idea for a behavior tree task or a feature that could be useful in a variety of projects, open an issue to discuss it. If you have an idea for a behavior tree task or a feature that could be useful in a variety of projects, open an issue to discuss it.

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@ -1,70 +0,0 @@
.. _contributing:
Contributing
============
We target the latest stable version of the Godot Engine for development until a
third beta or a release candidate of an upcoming Godot release becomes available.
If you want to contribute to the project, please ensure that you are using the
corresponding Godot version.
We follow the `Godot code style guidelines <https://docs.godotengine.org/en/stable/contributing/development/code_style_guidelines.html#doc-code-style-guidelines>`_.
Please use ``clang-format`` to maintain consistent styling. You can install
``pre-commit`` hooks for Git using ``pre-commit install`` to automate this process.
Please keep the minor versions backward-compatible when submitting pull requests.
We support building LimboAI as a module for the Godot Engine and as a GDExtension library.
Make sure your contribution is compatible with both. Our CI workflow will verify
that your changes can be compiled in both configurations.
Compiling as module of the Godot Engine
---------------------------------------
1. Clone the Godot Engine repository.
2. Switch to the latest stable tag.
3. Clone the LimboAI repository into the ``modules/limboai`` directory.
.. code-block:: bash
git clone https://github.com/godotengine/godot.git
git checkout 4.3-stable # Replace "4.3-stable" with the latest stable tag
git clone https://github.com/limbonaut/limboai modules/limboai
Consult the `Godot Engine documentation <https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html>`_
for detailed instructions on building the engine.
**Unit tests** can be compiled using the ``tests=yes`` build option. To execute them,
run the compiled Godot binary with the ``--test --tc="*[LimboAI]*"`` command-line options.
Compiling as GDExtension library
--------------------------------
You'll need the SCons build tool and a C++ compiler. See also `Compiling <https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html>`_.
Run ``scons target=editor`` to build the plugin library for your current platform.
- SCons will automatically clone the ``godot-cpp`` repository if it doesn't already exist in the ``limboai/godot-cpp`` directory.
- By default, built targets are placed in the demo project: ``demo/addons/limboai/bin/``.
Check ``scons -h`` for other options and targets.
Contributing to the documentation
---------------------------------
Online documentation is created using `Sphinx <https://www.sphinx-doc.org/en/master/>`_.
Source files are located in the ``doc/source`` directory in RST format and can
be built locally with ``sphinx-build``. See the
`Sphinx documentation <https://www.sphinx-doc.org/en/master/tutorial/getting-started.html>`_
for more details.
Class documentation resides in XML files within the ``doc_classes/`` directory.
If you create a new class or modify an existing one, you can run the compiled
Godot binary with the ``--doctool`` option in the root of the Godot source code
to generate the missing XML files or sections within those files in the class documentation.
After editing the XML files, please run the compiled editor binary with the ``--doctool``
option again to update and tidy up the XML files.
Sphinx RST files for the class documentation are generated from
XML files using the Godot script ``make_rst.py`` and stored in the ``doc/source/classes`` directory.
This process is performed using our own script ``gdextension/update_rst.sh``. RST files
in ``doc/source/classes`` should not be edited manually.

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@ -197,7 +197,7 @@ Let's illustrate this with a practical code example:
func _idle_update(delta: float) -> void: func _idle_update(delta: float) -> void:
var dir: Vector2 = Input.get_vector( var dir: Vector2 = Input.get_vector(
&"ui_left", &"ui_right", &"ui_up", &"ui_down") &"ui_left", &"ui_right", &"ui_up", &"ui_down")
if not dir.is_zero_approx(): if dir.is_zero_approx():
hsm.dispatch(&"movement_started") hsm.dispatch(&"movement_started")

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@ -85,7 +85,6 @@ Creating your own behavior trees
getting-started/gdextension getting-started/gdextension
getting-started/c-sharp getting-started/c-sharp
getting-started/featured-classes getting-started/featured-classes
getting-started/contributing
.. toctree:: .. toctree::
:hidden: :hidden:

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@ -297,7 +297,7 @@ public:
#ifdef LIMBOAI_MODULE #ifdef LIMBOAI_MODULE
bool has_main_screen() const override { return true; } bool has_main_screen() const override { return true; }
virtual String get_plugin_name() const override { return "LimboAI"; } virtual String get_name() const override { return "LimboAI"; }
virtual void make_visible(bool p_visible) override; virtual void make_visible(bool p_visible) override;
virtual void edit(Object *p_object) override; virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override; virtual bool handles(Object *p_object) const override;

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@ -404,9 +404,6 @@ String LimboUtility::get_property_hint_text(PropertyHint p_hint) const {
case PROPERTY_HINT_ONESHOT: { case PROPERTY_HINT_ONESHOT: {
return "ONESHOT"; return "ONESHOT";
} }
case PROPERTY_HINT_NO_NODEPATH: {
return "NO_NODEPATH";
}
case PROPERTY_HINT_LOCALE_ID: { case PROPERTY_HINT_LOCALE_ID: {
return "LOCALE_ID"; return "LOCALE_ID";
} }