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bool isAnyBehaviorMissing = false; gd::ParameterMetadataTools::IterateOverParametersWithIndex( instruction.GetParameters(), instrInfos.parameters, [this, &isAnyBehaviorMissing, &instrInfos](const gd::ParameterMetadata &parameterMetadata, const gd::Expression &parameterVal...
I think it's safe to stop generating the instruction in this case because: - the only built-in functions which has an `objectList` and a `behavior` are Physics collision conditions - the diagnostic report bullied users to make them fix their groups - the events-functions crashed so it was not usable for them
bool isAnyBehaviorMissing = false; gd::ParameterMetadataTools::IterateOverParametersWithIndex( instruction.GetParameters(), instrInfos.parameters, [this, &isAnyBehaviorMissing, &instrInfos](const gd::ParameterMetadata &parameterMetadata, const gd::Expression &parameterVal...
@@ -506,13 +512,24 @@ void EventsCodeGenerator::CheckBehaviorParameters( if (!expectedBehaviorType.empty() && actualBehaviorType != expectedBehaviorType) { + const auto &objectParameterMetadata = + instrInfos.GetParameter(lastObjectIndex); + // Event...
Core/GDCore/Events/CodeGeneration/EventsCodeGenerator.cpp
26
C++
0.643
bug
312
51
51
false
Fix a crash at runtime when behaviors are missing in functions
7,830
4ian/GDevelop
10,154
JavaScript
D8H
D8H
Review this pull request change. Language: C++ File: Core/GDCore/Events/CodeGeneration/EventsCodeGenerator.cpp PR Title: Fix a crash at runtime when behaviors are missing in functions BEFORE CODE: bool isAnyBehaviorMissing = false; gd::ParameterMetadataTools::IterateOverParametersWithIndex( instruction....
I think it's safe to stop generating the instruction in this case because: - the only built-in functions which has an `objectList` and a `behavior` are Physics collision conditions - the diagnostic report bullied users to make them fix their groups - the events-functions crashed so it was not usable for them
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
bool EventsCodeGenerator::CheckBehaviorParameters( const gd::Instruction &instruction, const gd::InstructionMetadata &instrInfos) { bool isAnyBehaviorMissing = false; gd::ParameterMetadataTools::IterateOverParametersWithIndex( instruction.GetParameters(), instrInfos.parameters, [this, &isA...
"Lose sight" is not super clear. Maybe: ```suggestion // Event functions crash if some objects in a group are missing // the required behaviors, since they lose reference to the original objects. // Missing behaviors are considered "fatal" only for ObjectList parameters, ...
bool EventsCodeGenerator::CheckBehaviorParameters( const gd::Instruction &instruction, const gd::InstructionMetadata &instrInfos) { bool isAnyBehaviorMissing = false; gd::ParameterMetadataTools::IterateOverParametersWithIndex( instruction.GetParameters(), instrInfos.parameters, [this, &isA...
@@ -506,13 +512,24 @@ void EventsCodeGenerator::CheckBehaviorParameters( if (!expectedBehaviorType.empty() && actualBehaviorType != expectedBehaviorType) { + const auto &objectParameterMetadata = + instrInfos.GetParameter(lastObjectIndex); + // Event...
Core/GDCore/Events/CodeGeneration/EventsCodeGenerator.cpp
26
C++
0.857
bug
384
51
51
false
Fix a crash at runtime when behaviors are missing in functions
7,830
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/Events/CodeGeneration/EventsCodeGenerator.cpp PR Title: Fix a crash at runtime when behaviors are missing in functions BEFORE CODE: bool EventsCodeGenerator::CheckBehaviorParameters( const gd::Instruction &instruction, const gd::InstructionM...
"Lose sight" is not super clear. Maybe: ```suggestion // Event functions crash if some objects in a group are missing // the required behaviors, since they lose reference to the original objects. // Missing behaviors are considered "fatal" only for ObjectList parameters, ...
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
.getOrCreate('top') .setValue('Z+') .setLabel(_('3D world top')) .setType('choice') .addExtraInfo('Z+') .addExtraInfo('Y-') .setGroup(_('Orientation')); properties .getOrCreate('elevation') .setValue('90') .setLabel(_('Elevation (in d...
See if chatgpt can give you a more user friendly description?
.getOrCreate('top') .setValue('Z+') .setLabel(_('3D world top')) .setType('choice') .addExtraInfo('Z+') .addExtraInfo('Y-') .setGroup(_('Orientation')); properties .getOrCreate('elevation') .setValue('90') .setLabel(_('Elevation (in d...
@@ -2063,6 +2063,46 @@ module.exports = { .setType('number') .setGroup(_('Orientation')); } + { + const effect = extension + .addEffect('Skybox') + .setFullName(_('Skybox')) + .setDescription(_('A background cube which surrounds the scene.'))
Extensions/3D/JsExtension.js
26
JavaScript
0.286
question
61
51
51
false
Add a skybox filter
7,843
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: Extensions/3D/JsExtension.js PR Title: Add a skybox filter BEFORE CODE: .getOrCreate('top') .setValue('Z+') .setLabel(_('3D world top')) .setType('choice') .addExtraInfo('Z+') .addExtraInfo('Y-') .set...
See if chatgpt can give you a more user friendly description?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
eventsFunctionsExtension={eventsFunctionsExtension} eventsBasedObject={eventsBasedObject} eventsBasedObjectVariant={eventsBasedObjectVariant} layersContainer={this.props.layersContainer} globalObjectsContainer={this.props.globalObjectsConta...
you can probably create a method `this._onSelectLayer` that does this logic
onOpenSceneProperties={this.openSceneProperties} onEditObjectGroup={this._editObjectGroup} onEditLayerEffects={this.editLayerEffects} onEditLayer={this.editLayer} /> <EditorsDisplay ref={ref => (this.editorDispla...
@@ -2044,7 +2049,13 @@ export default class SceneEditor extends React.Component<Props, State> { onLayerRenamed={this._onLayerRenamed} onRemoveLayer={this._onRemoveLayer} onSelectLayer={(layer: string) => - this.setState({ selectedLayer: layer }) + ...
newIDE/app/src/SceneEditor/index.js
26
JavaScript
0.357
suggestion
75
51
51
false
fix(instances-editor): persist selected layer across sessions
7,879
4ian/GDevelop
10,154
JavaScript
ClementPasteau
Digvijay-x1
Review this pull request change. Language: JavaScript File: newIDE/app/src/SceneEditor/index.js PR Title: fix(instances-editor): persist selected layer across sessions BEFORE CODE: eventsFunctionsExtension={eventsFunctionsExtension} eventsBasedObject={eventsBasedObject} ...
you can probably create a method `this._onSelectLayer` that does this logic
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
selectedLayer: string, tileMapTileSelection: ?TileMapTileSelection, lastSelectionType: 'instance' | 'object', |}; type CopyCutPasteOptions = {| useLastCursorPosition?: boolean, pasteInTheForeground?: boolean, |}; const editSceneIconReactNode = <EditSceneIcon />; export default class SceneEditor extends R...
props.getInitialInstancesEditorSettings is guaranteed to be always passed, no need to check for its existence.
selectedLayer: string, tileMapTileSelection: ?TileMapTileSelection, lastSelectionType: 'instance' | 'object', |}; type CopyCutPasteOptions = {| useLastCursorPosition?: boolean, pasteInTheForeground?: boolean, |}; const editSceneIconReactNode = <EditSceneIcon />; export default class SceneEditor extends R...
@@ -208,6 +208,11 @@ export default class SceneEditor extends React.Component<Props, State> { super(props); this.instancesSelection = new InstancesSelection(); + + const initialInstancesEditorSettings = props.getInitialInstancesEditorSettings
newIDE/app/src/SceneEditor/index.js
26
JavaScript
0.357
suggestion
110
51
51
false
fix(instances-editor): persist selected layer across sessions
7,879
4ian/GDevelop
10,154
JavaScript
4ian
Digvijay-x1
Review this pull request change. Language: JavaScript File: newIDE/app/src/SceneEditor/index.js PR Title: fix(instances-editor): persist selected layer across sessions BEFORE CODE: selectedLayer: string, tileMapTileSelection: ?TileMapTileSelection, lastSelectionType: 'instance' | 'object', |}; type CopyCut...
props.getInitialInstancesEditorSettings is guaranteed to be always passed, no need to check for its existence.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
.MarkAsAdvanced(); extension .AddAction( "AjoutHasard", _("Pick a random object"), _("Pick one object from all the specified objects. When an object " "is picked, the next conditions and actions of this event work " "only on that object."), ...
**AddAction**, but the description is about **condition**.
.MarkAsAdvanced(); extension .AddAction("AjoutHasard", _("Pick a random object"), _("Pick one instance from all the specified objects. When an " "instance is picked, the next conditions and actions of " "this event work only on that ...
@@ -1645,6 +1664,23 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsBaseObjectExtension( .AddParameter("objectList", _("Object")) .MarkAsSimple(); + extension + .AddAction( + "PickNearest", + _("Pick nearest object"), + _("Pick the object of this type that is...
Core/GDCore/Extensions/Builtin/BaseObjectExtension.cpp
26
C++
0.214
suggestion
58
51
51
false
Add "Pick Nearest" and "Rotate toward object" action
7,883
4ian/GDevelop
10,154
JavaScript
Bouh
4ian
Review this pull request change. Language: C++ File: Core/GDCore/Extensions/Builtin/BaseObjectExtension.cpp PR Title: Add "Pick Nearest" and "Rotate toward object" action BEFORE CODE: .MarkAsAdvanced(); extension .AddAction( "AjoutHasard", _("Pick a random object"), _("P...
**AddAction**, but the description is about **condition**.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} return makeGenericFailure( `Could not find an object in the asset store to replace "${object_name}" in scene "${scene_name}". Instead, inspect properties of the object and modify it until it matches what you want it to be.` ); }; const duplicateExistingObject = (duplicatedObjectNam...
As discussed, reverse this (duplicated_object_name is the source object that will be copied and used as the source for the new one. The new one name is "object_name")
} return makeGenericFailure( `Could not find an object in the asset store to replace "${object_name}" in scene "${scene_name}". Instead, inspect properties of the object and modify it until it matches what you want it to be.` ); }; const duplicateExistingObject = (duplicatedObjectNam...
@@ -662,7 +691,45 @@ const createOrReplaceObject: EditorFunction = { ); }; - if (!shouldReplaceExistingObject) { + const duplicateExistingObject = (duplicatedObjectName: string) => { + const object = objectsContainer.getObject(object_name); + const serializedObject = serializeToJSObject(ob...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.429
refactor
167
51
51
false
Adapt editor function to duplicate object
7,889
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: Adapt editor function to duplicate object BEFORE CODE: } return makeGenericFailure( `Could not find an object in the asset store to replace "${object_name}" in scene "${scene_name}". In...
As discussed, reverse this (duplicated_object_name is the source object that will be copied and used as the source for the new one. The new one name is "object_name")
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} return makeGenericFailure( `Could not find an object in the asset store to replace "${object_name}" in scene "${scene_name}". Instead, inspect properties of the object and modify it until it matches what you want it to be.` ); }; const duplicateExistingObject = (duplicatedObjectNam...
```suggestion `Duplicated object "${duplicatedObjectName}" as "${newObject.getName()}". The new object "{newObject.getName()}" has the same type, behaviors, properties and effects as the one it was duplicated from.` ```
} return makeGenericFailure( `Could not find an object in the asset store to replace "${object_name}" in scene "${scene_name}". Instead, inspect properties of the object and modify it until it matches what you want it to be.` ); }; const duplicateExistingObject = (duplicatedObjectNam...
@@ -662,7 +691,45 @@ const createOrReplaceObject: EditorFunction = { ); }; - if (!shouldReplaceExistingObject) { + const duplicateExistingObject = (duplicatedObjectName: string) => { + const object = objectsContainer.getObject(duplicatedObjectName); + const serializedObject = serializeToJS...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.929
refactor
227
51
51
false
Adapt editor function to duplicate object
7,889
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: Adapt editor function to duplicate object BEFORE CODE: } return makeGenericFailure( `Could not find an object in the asset store to replace "${object_name}" in scene "${scene_name}". In...
```suggestion `Duplicated object "${duplicatedObjectName}" as "${newObject.getName()}". The new object "{newObject.getName()}" has the same type, behaviors, properties and effects as the one it was duplicated from.` ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
logger.warn( 'Unable to find bitmap font for resource "' + resourceName + '".' ); return; } if (this._loadedFontsData.get(resource)) { return; } try { const response = await fetch( this._resourceLoader.getFullUrl(resource.file), ...
```suggestion // Sanitize: remove lines starting with # (acting as comments) ```
logger.warn( 'Unable to find bitmap font for resource "' + resourceName + '".' ); return; } if (this._loadedFontsData.get(resource)) { return; } try { const response = await fetch( this._resourceLoader.getFullUrl(resource.file), ...
@@ -278,8 +278,15 @@ namespace gdjs { 'same-origin', } ); - const fontData = await response.text(); - this._loadedFontsData.set(resource, fontData); + const fontDataRaw = await response.text(); + + // Sanitize : remove the lines staring with #
GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts
26
TypeScript
0.643
security
88
51
51
false
Sanitize the .fnt before loading in PixiJS
7,909
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: TypeScript File: GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts PR Title: Sanitize the .fnt before loading in PixiJS BEFORE CODE: logger.warn( 'Unable to find bitmap font for resource "' + resourceName + '".' ); return; } ...
```suggestion // Sanitize: remove lines starting with # (acting as comments) ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
); const deleteThisGroup = SafeExtractor.extractBooleanProperty( changed_group, 'delete_this_group' ); const objects = SafeExtractor.extractArrayProperty( changed_group, 'objects' ); if (groupName === null) { warnings.push...
This will probably crash the app/mess up the memory because you release an object that is still owned by the list of groups. You need to call `remove` on the ObjectGroupsContainer
} changes.push( `Modified "${propertyName}" property of the "${effectName}" effect to "${newValue}".` ); }); } if (newlyCreatedEffect) { const effectMetadata = gd.MetadataProvider.getEffectMetadata( project.getCurrentPla...
@@ -3891,6 +3934,94 @@ const changeScenePropertiesLayersEffects: EditorFunction = { }); } + if (changed_groups) { + const groups = project + .getLayout(scene_name) + .getObjects() + .getObjectGroups(); + changed_groups.forEach(changed_group => { + const groupName =...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.714
bug
179
51
51
false
New Editor function to update scene groups
7,910
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: New Editor function to update scene groups BEFORE CODE: ); const deleteThisGroup = SafeExtractor.extractBooleanProperty( changed_group, 'delete_this_group' ); ...
This will probably crash the app/mess up the memory because you release an object that is still owned by the list of groups. You need to call `remove` on the ObjectGroupsContainer
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
project .getLayout(scene_name) .getObjects() .hasObjectNamed(objectName) ) { foundGroup.addObject(objectName); } else { warnings.push( `Object "${objectNa...
Need to do a whole project refactoring, check how it's done for objects.
return; } let foundGroup: gdObjectGroup; if (!groups.has(groupName)) { // Create the group if it does not exist yet. foundGroup = groups.insertNew(groupName, groups.count()); } else { foundGroup = groups.get(groupName); } if (dele...
@@ -3891,6 +3934,94 @@ const changeScenePropertiesLayersEffects: EditorFunction = { }); } + if (changed_groups) { + const groups = project + .getLayout(scene_name) + .getObjects() + .getObjectGroups(); + changed_groups.forEach(changed_group => { + const groupName =...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.286
refactor
72
51
51
false
New Editor function to update scene groups
7,910
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: New Editor function to update scene groups BEFORE CODE: project .getLayout(scene_name) .getObjects() .hasObjectNamed(objectName)...
Need to do a whole project refactoring, check how it's done for objects.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} else { if (newGroupName) { foundGroup.setName(newGroupName); changes.push( `Renamed group "${groupName}" to "${newGroupName}" in scene "${scene_name}".` ); } if (objects) { const newObjectNames = objects ...
Let's also handle global objects, which are exposed to the AI.
} if (changed_groups) { const groups = scene.getObjects().getObjectGroups(); changed_groups.forEach(changed_group => { const groupName = SafeExtractor.extractStringProperty( changed_group, 'group_name' ); const newGroupName = SafeExtractor.extractStringPr...
@@ -3891,6 +3934,94 @@ const changeScenePropertiesLayersEffects: EditorFunction = { }); } + if (changed_groups) { + const groups = project + .getLayout(scene_name) + .getObjects() + .getObjectGroups(); + changed_groups.forEach(changed_group => { + const groupName =...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.357
suggestion
62
51
51
false
New Editor function to update scene groups
7,910
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: New Editor function to update scene groups BEFORE CODE: } else { if (newGroupName) { foundGroup.setName(newGroupName); changes.push( `Renamed group "$...
Let's also handle global objects, which are exposed to the AI.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
foundGroup.getName(), newGroupName, /* isObjectGroup=*/ true ); foundGroup.setName(newGroupName); changes.push( `Renamed group "${groupName}" to "${newGroupName}" in scene "${scene_name}".` ); } i...
You already have it? ```suggestion const sceneObjects = scene.getObjects(); ``` I see any get as suspicious if I don't see a check before for existence.
foundGroup.getName(), newGroupName, /* isObjectGroup=*/ true ); foundGroup.setName(newGroupName); changes.push( `Renamed group "${groupName}" to "${newGroupName}" in scene "${scene_name}".` ); } i...
@@ -3891,6 +3978,103 @@ const changeScenePropertiesLayersEffects: EditorFunction = { }); } + if (changed_groups) { + const groups = scene.getObjects().getObjectGroups(); + changed_groups.forEach(changed_group => { + const groupName = SafeExtractor.extractStringProperty( + chan...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.714
suggestion
165
51
51
false
New Editor function to update scene groups
7,910
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: New Editor function to update scene groups BEFORE CODE: foundGroup.getName(), newGroupName, /* isObjectGroup=*/ true ); foundGroup.setName(n...
You already have it? ```suggestion const sceneObjects = scene.getObjects(); ``` I see any get as suspicious if I don't see a check before for existence.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
ResourcesLoader, objectConfiguration ); else if (project.hasEventsBasedObject(objectType)) { return RenderedCustomObjectInstance.getThumbnail( project, ResourcesLoader, objectConfiguration ); } else { return this.renderers['unknownObjectType'].getT...
Might be worth a comment in RenderedUnknownInstance that this thing is null?
ResourcesLoader, objectConfiguration ); else if (project.hasEventsBasedObject(objectType)) { return RenderedCustomObjectInstance.getThumbnail( project, ResourcesLoader, objectConfiguration ); } else { return this.renderers['unknownObjectType'].getT...
@@ -78,6 +78,20 @@ const ObjectsRenderingService = { ); } }, + createNewUnknownInstanceRenderer: function( + project: gdProject, + instance: gdInitialInstance, + pixiContainer: PIXI.Container + ): RenderedInstance | Rendered3DInstance { + return new this.renderers['unknownObjectType']( + ...
newIDE/app/src/ObjectsRendering/ObjectsRenderingService.js
26
JavaScript
0.357
question
76
51
51
false
Display a placeholder for instances with unknown objects in the editor
7,933
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/ObjectsRendering/ObjectsRenderingService.js PR Title: Display a placeholder for instances with unknown objects in the editor BEFORE CODE: ResourcesLoader, objectConfiguration ); else if (project.hasEventsBasedObject...
Might be worth a comment in RenderedUnknownInstance that this thing is null?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
return makeGenericFailure( `Object with name "${object_name}" already exists in scene "${scene_name}" but with a different type ("${object_type}").` ); } // /!\ Tell the editor that some objects have potentially been modified (and even removed). // This will forc...
For me, this scope should not be needed here: the function itself should do the work of searching the object wherever it is. This is similar to events btw, you search in scene then in global objects.
if (!existingObject) { // No existing object to duplicate, create a new one. return createNewObject(); } const objectsContainerWhereObjectWasFound = isGlobalObject ? globalObjects : layoutObjects; const targetObjectsContainer = target_object_scope === 'g...
@@ -790,15 +817,22 @@ const createOrReplaceObject: EditorFunction = { }; /** - * Retrieves the properties of a specific object in a scene + * Retrieves the properties of a specific object (global or in a scene) */ const inspectObjectProperties: EditorFunction = { renderForEditor: ({ args, editorCallbacks }) =...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.5
suggestion
201
51
51
false
Object Editor Functions handle global scope
7,959
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: Object Editor Functions handle global scope BEFORE CODE: return makeGenericFailure( `Object with name "${object_name}" already exists in scene "${scene_name}" but with a different type...
For me, this scope should not be needed here: the function itself should do the work of searching the object wherever it is. This is similar to events btw, you search in scene then in global objects.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
!objectConfiguration.updateProperty( foundPropertyName, sanitizePropertyNewValue(foundProperty, newValue) ) ) { warnings.push( `Could not change property "${foundPropertyName}" of object "${object_name}". The value might be invalid, of the wrong type or not al...
Same as the other, the name should be enough
const objectConfiguration = object.getConfiguration(); const objectProperties = objectConfiguration.getProperties(); const { foundPropertyName, foundProperty } = findPropertyByName({ properties: objectProperties, name: propertyName, }); if (!foundPropertyName) { w...
@@ -1150,6 +1212,7 @@ const changeObjectProperty: EditorFunction = { */ const addBehavior: EditorFunction = { renderForEditor: ({ project, args, editorCallbacks }) => { + const scope = extractRequiredString(args, 'scope');
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.143
suggestion
44
51
51
false
Object Editor Functions handle global scope
7,959
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: Object Editor Functions handle global scope BEFORE CODE: !objectConfiguration.updateProperty( foundPropertyName, sanitizePropertyNewValue(foundProperty, newValue) ) ...
Same as the other, the name should be enough
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
return renderChanges(changes); }, launchFunction: async ({ project, args }) => { const scene_name = extractRequiredString(args, 'scene_name'); const object_name = extractRequiredString(args, 'object_name'); const changed_properties = SafeExtractor.extractArrayProperty(args, 'changed_properties...
This seems to be always left at false and so will break when trying to refactor the project for a global object?
return { label: foundProperty ? foundProperty.getLabel() : propertyName, newValue: newValue, }; }) .filter(Boolean); return renderChanges(changes); }, launchFunction: async ({ project, args }) => { const scene_name = extractRequiredString(args, 'scene_name')...
@@ -1019,15 +1087,16 @@ const changeObjectProperty: EditorFunction = { } const layout = project.getLayout(scene_name); + const layoutObjects = layout.getObjects(); + const globalObjects = project.getObjects(); - let isGlobalObject = false; let object: gdObject | null = null; + let isGloba...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.429
refactor
112
51
51
false
Object Editor Functions handle global scope
7,959
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: Object Editor Functions handle global scope BEFORE CODE: return renderChanges(changes); }, launchFunction: async ({ project, args }) => { const scene_name = extractRequiredString(args, 'scene_na...
This seems to be always left at false and so will break when trying to refactor the project for a global object?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
', ' )}.`; return propertiesText; }; const createNewObject = async () => { // Check if object already exists. let existingObject: gdObject | null = null; if (layoutObjects.hasObjectNamed(object_name)) { existingObject = layoutObjects.getObject(object_name); ...
Might be worth writing something like ```suggestion `Object with name "${object_name}" already exists globally but with a different type ("${object_type}").` ``` (needs a boolean to remember or check where it's coming from, but worth it I think for a LLM that is freaking out)
', ' )}.`; return propertiesText; }; const createNewObject = async () => { // Check if object already exists. let existingObject: gdObject | null = null; let isGlobalObject = false; if (layoutObjects.hasObjectNamed(object_name)) { existingObject = layoutObje...
@@ -553,11 +558,39 @@ const createOrReplaceObject: EditorFunction = { }; const createNewObject = async () => { + // Check if object already exists. + let existingObject: gdObject | null = null; + + if (layoutObjects.hasObjectNamed(object_name)) { + existingObject = layoutObjects.getObj...
newIDE/app/src/EditorFunctions/index.js
26
JavaScript
0.929
suggestion
289
51
51
false
Object Editor Functions handle global scope
7,959
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/index.js PR Title: Object Editor Functions handle global scope BEFORE CODE: ', ' )}.`; return propertiesText; }; const createNewObject = async () => { // Check if object already exists. ...
Might be worth writing something like ```suggestion `Object with name "${object_name}" already exists globally but with a different type ("${object_type}").` ``` (needs a boolean to remember or check where it's coming from, but worth it I think for a LLM that is freaking out)
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} } /** * To be called when the game is disposed. * Uninstall all the fonts from memory and clear cache of loaded fonts. */ dispose(): void { for (const bitmapFontInstallKey in this._pixiBitmapFontsInUse) { PIXI.BitmapFont.uninstall(bitmapFontInstallKey); } f...
I think that should be ```suggestion if (bitmapFontInstallKey.startsWith(resourceData.name + '@')) { ``` to avoid issues when a resource name is a prefix of another (not that unlikely, it can happen if a resource name is "MyBitmapText" and another is "MyBitmapTextSpecial" or "MyBitmapText2", etc...)
} } /** * To be called when the game is disposed. * Uninstall all the fonts from memory and clear cache of loaded fonts. */ dispose(): void { for (const bitmapFontInstallKey in this._pixiBitmapFontsInUse) { PIXI.BitmapFont.uninstall(bitmapFontInstallKey); } f...
@@ -316,19 +316,27 @@ namespace gdjs { } unloadResource(resourceData: ResourceData): void { - const loadedFont = this._loadedFontsData.getFromName(resourceData.name); - if (loadedFont) { - this._loadedFontsData.delete(resourceData); - } + this._loadedFontsData.delete(resourceData)...
GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts
26
TypeScript
0.857
suggestion
310
51
51
false
Fix Bitmap text not being displayed after a 1st unload
7,977
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: TypeScript File: GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts PR Title: Fix Bitmap text not being displayed after a 1st unload BEFORE CODE: } } /** * To be called when the game is disposed. * Uninstall all the fonts from memory and clear ...
I think that should be ```suggestion if (bitmapFontInstallKey.startsWith(resourceData.name + '@')) { ``` to avoid issues when a resource name is a prefix of another (not that unlikely, it can happen if a resource name is "MyBitmapText" and another is "MyBitmapTextSpecial" or "MyBitmapText2", etc...)
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
PIXI.BitmapFont.uninstall(bitmapFontInstallKey); } this._pixiBitmapFontsInUse = {}; this._pixiBitmapFontsToUninstall.length = 0; this._loadedFontsData.clear(); } unloadResource(resourceData: ResourceData): void { this._loadedFontsData.delete(resourceData); for (con...
Same, probably safer to add the delimiter: ```suggestion if (bitmapFontInstallKey.startsWith(resourceData.name + '@')) { ```
PIXI.BitmapFont.uninstall(bitmapFontInstallKey); } this._pixiBitmapFontsInUse = {}; this._pixiBitmapFontsToUninstall.length = 0; this._loadedFontsData.clear(); } unloadResource(resourceData: ResourceData): void { this._loadedFontsData.delete(resourceData); for (con...
@@ -316,19 +316,27 @@ namespace gdjs { } unloadResource(resourceData: ResourceData): void { - const loadedFont = this._loadedFontsData.getFromName(resourceData.name); - if (loadedFont) { - this._loadedFontsData.delete(resourceData); - } + this._loadedFontsData.delete(resourceData)...
GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts
26
TypeScript
0.714
suggestion
132
39
39
false
Fix Bitmap text not being displayed after a 1st unload
7,977
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: TypeScript File: GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts PR Title: Fix Bitmap text not being displayed after a 1st unload BEFORE CODE: PIXI.BitmapFont.uninstall(bitmapFontInstallKey); } this._pixiBitmapFontsInUse = {}; this._pixiBi...
Same, probably safer to add the delimiter: ```suggestion if (bitmapFontInstallKey.startsWith(resourceData.name + '@')) { ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
const selectedInstanceObjectName = this.instancesSelection .getSelectedInstances()[0] .getObjectName(); this.editObjectByName(selectedInstanceObjectName); }; editLayerEffects = (layer: ?gdLayer) => { this.setState({ editedLayer: layer, editedLayerInitialTab: 'effects' }); }; editLayer ...
```suggestion callback?: () => void ```
const selectedInstanceObjectName = this.instancesSelection .getSelectedInstances()[0] .getObjectName(); this.editObjectByName(selectedInstanceObjectName); }; editLayerEffects = (layer: ?gdLayer) => { this.setState({ editedLayer: layer, editedLayerInitialTab: 'effects' }); }; editLayer ...
@@ -809,21 +809,31 @@ export default class SceneEditor extends React.Component<Props, State> { this.setState({ layoutVariablesDialogOpen: open }); }; - editObject = (editedObject: ?gdObject, initialTab: ?ObjectEditorTab) => { + editObject = ( + editedObject: ?gdObject, + initialTab: ?ObjectEditorTab, ...
newIDE/app/src/SceneEditor/index.js
26
JavaScript
0.429
suggestion
43
51
51
false
Fix object editor dialog not hot-reloading the editor
7,991
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/SceneEditor/index.js PR Title: Fix object editor dialog not hot-reloading the editor BEFORE CODE: const selectedInstanceObjectName = this.instancesSelection .getSelectedInstances()[0] .getObjectName(); this.editObjectByNa...
```suggestion callback?: () => void ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" #include "GDCore/Extensions/Metadata/BehaviorMetadata.h" #include "GDCore/Extensions/Metadata/InstructionMetadata.h" #include "GDCore/Extensions/Metadata/MetadataProvider.h" #include "GDCore/Extensions/Platform.h" #include "GDCore/IDE/Events/ExpressionVa...
GetParameter does not do any bound checking nor return a "null object", so let's check the bound to avoid a crash in case a wrong parameterIndex is passed. Better be safe.
#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" #include "GDCore/Extensions/Metadata/BehaviorMetadata.h" #include "GDCore/Extensions/Metadata/InstructionMetadata.h" #include "GDCore/Extensions/Metadata/MetadataProvider.h" #include "GDCore/Extensions/Platform.h" #include "GDCore/IDE/Events/ExpressionVa...
@@ -0,0 +1,141 @@ +/* + * GDevelop Core + * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights + * reserved. This project is released under the MIT License. + */ +#include "InstructionValidator.h" + +#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" +#include "GDCore/Extensions/Metad...
Core/GDCore/IDE/InstructionValidator.cpp
26
C++
0.571
bug
171
51
51
false
Show object parameters in red if any behavior parameter is wrongly filled
7,997
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/IDE/InstructionValidator.cpp PR Title: Show object parameters in red if any behavior parameter is wrongly filled BEFORE CODE: #include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" #include "GDCore/Extensions/Metadata/BehaviorMetadata.h" #i...
GetParameter does not do any bound checking nor return a "null object", so let's check the bound to avoid a crash in case a wrong parameterIndex is passed. Better be safe.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" #include "GDCore/Extensions/Metadata/BehaviorMetadata.h" #include "GDCore/Extensions/Metadata/InstructionMetadata.h" #include "GDCore/Extensions/Metadata/MetadataProvider.h" #include "GDCore/Extensions/Platform.h" #include "GDCore/IDE/Events/ExpressionVal...
```suggestion // TODO Remove the ternary when all parameter declarations use ```
#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" #include "GDCore/Extensions/Metadata/BehaviorMetadata.h" #include "GDCore/Extensions/Metadata/InstructionMetadata.h" #include "GDCore/Extensions/Metadata/MetadataProvider.h" #include "GDCore/Extensions/Platform.h" #include "GDCore/IDE/Events/ExpressionVal...
@@ -0,0 +1,141 @@ +/* + * GDevelop Core + * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights + * reserved. This project is released under the MIT License. + */ +#include "InstructionValidator.h" + +#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" +#include "GDCore/Extensions/Metad...
Core/GDCore/IDE/InstructionValidator.cpp
26
C++
0.643
suggestion
82
51
51
false
Show object parameters in red if any behavior parameter is wrongly filled
7,997
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/IDE/InstructionValidator.cpp PR Title: Show object parameters in red if any behavior parameter is wrongly filled BEFORE CODE: #include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" #include "GDCore/Extensions/Metadata/BehaviorMetadata.h" #in...
```suggestion // TODO Remove the ternary when all parameter declarations use ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
std::size_t parameterIndex, const gd::String &value) { auto &parameterMetadata = metadata.GetParameter(parameterIndex); // TODO Remove the ternary when any parameter declaration uses // "number" instead of "expression". auto &parameterType = parameterMetadata.GetType() == "expression" ...
```suggestion // declared while legacy ones don't. // This is why it's done here instead of in the parser directly. ```
std::size_t parameterIndex, const gd::String &value) { if (parameterIndex >= instruction.GetParametersCount() || parameterIndex >= metadata.GetParametersCount()) { return false; } const auto &parameterMetadata = metadata.GetParameter(parameterIndex); // TODO Remove the ternary when all parameter d...
@@ -0,0 +1,141 @@ +/* + * GDevelop Core + * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights + * reserved. This project is released under the MIT License. + */ +#include "InstructionValidator.h" + +#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" +#include "GDCore/Extensions/Metad...
Core/GDCore/IDE/InstructionValidator.cpp
26
C++
0.786
suggestion
127
51
51
false
Show object parameters in red if any behavior parameter is wrongly filled
7,997
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/IDE/InstructionValidator.cpp PR Title: Show object parameters in red if any behavior parameter is wrongly filled BEFORE CODE: std::size_t parameterIndex, const gd::String &value) { auto &parameterMetadata = metadata.GetParameter(parameterIndex);...
```suggestion // declared while legacy ones don't. // This is why it's done here instead of in the parser directly. ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
auto &parameterType = parameterMetadata.GetType() == "expression" ? "number" : parameterMetadata.GetType(); bool shouldNotBeValidated = parameterType == "layer" && value.empty(); if (shouldNotBeValidated) { return true; } if (gd::ParameterMetadata::I...
```suggestion // Check at least the name of the root variable, it's the best we can ```
} const auto &parameterMetadata = metadata.GetParameter(parameterIndex); // TODO Remove the ternary when all parameter declarations use // "number" instead of "expression". const auto &parameterType = parameterMetadata.GetType() == "expression" ? "number" ...
@@ -0,0 +1,141 @@ +/* + * GDevelop Core + * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights + * reserved. This project is released under the MIT License. + */ +#include "InstructionValidator.h" + +#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" +#include "GDCore/Extensions/Metad...
Core/GDCore/IDE/InstructionValidator.cpp
26
C++
0.571
suggestion
93
51
51
false
Show object parameters in red if any behavior parameter is wrongly filled
7,997
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/IDE/InstructionValidator.cpp PR Title: Show object parameters in red if any behavior parameter is wrongly filled BEFORE CODE: auto &parameterType = parameterMetadata.GetType() == "expression" ? "number" ...
```suggestion // Check at least the name of the root variable, it's the best we can ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
: parameterMetadata.GetType(); bool shouldNotBeValidated = parameterType == "layer" && value.empty(); if (shouldNotBeValidated) { return true; } if (gd::ParameterMetadata::IsExpression("number", parameterType) || gd::ParameterMetadata::IsExpression("string", parameterType) ...
Try to use `const auto&` as possible, better to ensure we don't mutate these things.
// TODO Remove the ternary when all parameter declarations use // "number" instead of "expression". const auto &parameterType = parameterMetadata.GetType() == "expression" ? "number" : parameterMetadata.GetType(); bool shouldNotBeValidated = pa...
@@ -0,0 +1,141 @@ +/* + * GDevelop Core + * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights + * reserved. This project is released under the MIT License. + */ +#include "InstructionValidator.h" + +#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" +#include "GDCore/Extensions/Metad...
Core/GDCore/IDE/InstructionValidator.cpp
26
C++
0.429
suggestion
84
51
51
false
Show object parameters in red if any behavior parameter is wrongly filled
7,997
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/IDE/InstructionValidator.cpp PR Title: Show object parameters in red if any behavior parameter is wrongly filled BEFORE CODE: : parameterMetadata.GetType(); bool shouldNotBeValidated = parameterType == "layer" && value.em...
Try to use `const auto&` as possible, better to ensure we don't mutate these things.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} return true; } gd::String InstructionValidator::GetRootVariableName(const gd::String &name) { auto dotPosition = name.find('.'); auto squareBracketPosition = name.find('['); if (dotPosition == gd::String::npos && squareBracketPosition == gd::String::npos) { return name; } return name.substr(0...
Here and below, try to const everything: ```suggestion const auto &behaviorParameter = instructionMetadata.GetParameter(index); ```
const auto &resourceName = instruction.GetParameter(parameterIndex).GetPlainString(); return projectScopedContainers.GetResourcesContainersList() .HasResourceNamed(resourceName); } return true; } gd::String InstructionValidator::GetRootVariableName(const gd::String &name) { const auto dot...
@@ -0,0 +1,141 @@ +/* + * GDevelop Core + * Copyright 2008-2025 Florian Rival (Florian.Rival@gmail.com). All rights + * reserved. This project is released under the MIT License. + */ +#include "InstructionValidator.h" + +#include "GDCore/Extensions/Metadata/AbstractFunctionMetadata.h" +#include "GDCore/Extensions/Metad...
Core/GDCore/IDE/InstructionValidator.cpp
26
C++
0.714
suggestion
136
51
51
false
Show object parameters in red if any behavior parameter is wrongly filled
7,997
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/IDE/InstructionValidator.cpp PR Title: Show object parameters in red if any behavior parameter is wrongly filled BEFORE CODE: } return true; } gd::String InstructionValidator::GetRootVariableName(const gd::String &name) { auto dotPosition = nam...
Here and below, try to const everything: ```suggestion const auto &behaviorParameter = instructionMetadata.GetParameter(index); ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
<SelectOption key={effectMetadata.type} value={effectMetadata.type} label={effectMetadata.fullName} disabled={ target === 'object' && effectMetadata.i...
Maybe I should have kept "Hide" and "Show" like for layers
<SelectOption key={effectMetadata.type} value={effectMetadata.type} label={effectMetadata.fullName} disabled={ target === 'object' && effectMetadata.i...
@@ -300,6 +303,24 @@ const Effect = React.forwardRef( /> ))} </SelectField> + <InlineCheckbox + id="layer-visibility" + paddingSize="small" + checkedIcon={<VisibilityIcon />} + ...
newIDE/app/src/EffectsList/index.js
26
JavaScript
0.286
suggestion
58
51
51
false
Allow to set effects as initially disabled
8,002
4ian/GDevelop
10,154
JavaScript
D8H
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/EffectsList/index.js PR Title: Allow to set effects as initially disabled BEFORE CODE: <SelectOption key={effectMetadata.type} value={effectMetadata.type} ...
Maybe I should have kept "Hide" and "Show" like for layers
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
/* * GDevelop Core * Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights * reserved. This project is released under the MIT License. */ #include "GDCore/Project/Effect.h" #include "GDCore/CommonTools.h" #include "GDCore/Serialization/SerializerElement.h" namespace gd { gd::String Effect::bad...
could that be: ```suggestion element.SetBoolAttribute("disabled", true); ``` ?
/* * GDevelop Core * Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights * reserved. This project is released under the MIT License. */ #include "GDCore/Project/Effect.h" #include "GDCore/CommonTools.h" #include "GDCore/Serialization/SerializerElement.h" namespace gd { gd::String Effect::bad...
@@ -15,7 +15,9 @@ void Effect::SerializeTo(SerializerElement& element) const { element.SetAttribute("name", GetName()); element.SetAttribute("effectType", GetEffectType()); if (IsFolded()) element.SetBoolAttribute("folded", true); - + if (!IsEnabled()) { + element.SetBoolAttribute("isDisabled", true);
Core/GDCore/Project/Effect.cpp
19
C++
0.643
question
82
44
44
false
Allow to set effects as initially disabled
8,002
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/Project/Effect.cpp PR Title: Allow to set effects as initially disabled BEFORE CODE: /* * GDevelop Core * Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights * reserved. This project is released under the MIT License. */ #inclu...
could that be: ```suggestion element.SetBoolAttribute("disabled", true); ``` ?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
extensionName, onWillInstallExtension, onExtensionInstalled, onOpenEventsFunctionsExtension, }: Props) { const [isInstalling, setIsInstalling] = React.useState<boolean>(false); const installExtension = useInstallExtension(); const { translatedExtensionShortHeadersByName: extensionShortHeadersByName, ...
why is the array `missingExtensionShortHeaders` not returning the assetShortHeader when it has been installed before? should it always return it instead of pushing it afterwards?
extensionName, onWillInstallExtension, onExtensionInstalled, onOpenEventsFunctionsExtension, }: Props) { const [isInstalling, setIsInstalling] = React.useState<boolean>(false); const installExtension = useInstallExtension(); const { translatedExtensionShortHeadersByName: extensionShortHeadersByName, ...
@@ -51,6 +51,16 @@ function InstalledExtensionDetails({ extensionShortHeadersByName, } ); + if ( + !requiredExtensionInstallation.missingExtensionShortHeaders.includes(
newIDE/app/src/ProjectManager/InstalledExtensionDetails.js
26
JavaScript
0.571
question
178
51
51
false
Fix extension reinstall wasn't doing anything
8,017
4ian/GDevelop
10,154
JavaScript
ClementPasteau
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/ProjectManager/InstalledExtensionDetails.js PR Title: Fix extension reinstall wasn't doing anything BEFORE CODE: extensionName, onWillInstallExtension, onExtensionInstalled, onOpenEventsFunctionsExtension, }: Props) { const [isInst...
why is the array `missingExtensionShortHeaders` not returning the assetShortHeader when it has been installed before? should it always return it instead of pushing it afterwards?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
> {props.firstIndex + index + 1} </Button> ))} </ButtonGroup> </div> ); }; const isBitEnabled = (bitsValue: number, pos: number) => { return !!(bitsValue & (1 << pos)); }; const enableBit = (bitsValue: number, pos: number, enable: boolean) => { if (enable) bitsV...
Is there a risk these are "bad metadata"? Should we protect against this?
> {props.firstIndex + index + 1} </Button> ))} </ButtonGroup> </div> ); }; const isBitEnabled = (bitsValue: number, pos: number) => { return !!(bitsValue & (1 << pos)); }; const enableBit = (bitsValue: number, pos: number, enable: boolean) => { if (enable) bitsV...
@@ -64,7 +66,20 @@ const Physics3DEditor = (props: Props) => { const forceUpdate = useForceUpdate(); const areAdvancedPropertiesExpandedByDefault = React.useMemo( - () => areAdvancedPropertiesModified(behavior), + () => { + const behaviorMetadata = gd.MetadataProvider.getBehaviorMetadata(
newIDE/app/src/BehaviorsEditor/Editors/Physics3DEditor/index.js
26
JavaScript
0.286
question
73
51
51
false
Collapse advanced properties in the object editor
8,028
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/BehaviorsEditor/Editors/Physics3DEditor/index.js PR Title: Collapse advanced properties in the object editor BEFORE CODE: > {props.firstIndex + index + 1} </Button> ))} </ButtonGroup> </div> ...
Is there a risk these are "bad metadata"? Should we protect against this?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
<ColumnStackLayout noMargin> {renderObjectNameField && renderObjectNameField()} {tutorialIds.map(tutorialId => ( <DismissableTutorialMessage key={tutorialId} tutorialId={tutorialId} /> ))} ...
Let's protect against propertyName not being present in the map of properties.
<ColumnStackLayout noMargin> {renderObjectNameField && renderObjectNameField()} {tutorialIds.map(tutorialId => ( <DismissableTutorialMessage key={tutorialId} tutorialId={tutorialId} /> ))} ...
@@ -469,15 +457,36 @@ const CustomObjectPropertiesEditor = (props: Props) => { </ColumnStackLayout> </Line> ) : null} - <PropertiesEditor - unsavedChanges={unsavedChanges} - schema={propertiesSchema} - ...
newIDE/app/src/ObjectEditor/Editors/CustomObjectPropertiesEditor/index.js
26
JavaScript
0.214
suggestion
78
51
51
false
Collapse advanced properties in the object editor
8,028
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/ObjectEditor/Editors/CustomObjectPropertiesEditor/index.js PR Title: Collapse advanced properties in the object editor BEFORE CODE: <ColumnStackLayout noMargin> {renderObjectNameField && renderObjectNameField()} ...
Let's protect against propertyName not being present in the map of properties.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
import { type BehaviorEditorProps } from './BehaviorEditorProps.flow'; import { Column } from '../../UI/Grid'; const gd: libGDevelop = global.gd; type Props = BehaviorEditorProps; const BehaviorPropertiesEditor = ({ project, behavior, object, onBehaviorUpdated, resourceManagementProps, projectScopedConta...
Let's protect against propertyName not being present in the map of properties.
import { type BehaviorEditorProps } from './BehaviorEditorProps.flow'; import { Column } from '../../UI/Grid'; const gd: libGDevelop = global.gd; type Props = BehaviorEditorProps; const BehaviorPropertiesEditor = ({ project, behavior, object, onBehaviorUpdated, resourceManagementProps, projectScopedConta...
@@ -52,131 +18,33 @@ const BehaviorPropertiesEditor = ({ resourceManagementProps, projectScopedContainersAccessor, }: Props) => { - const [ - shouldShowDeprecatedProperties, - setShouldShowDeprecatedProperties, - ] = React.useState<boolean>(false); - - const basicPropertiesSchema = React.useMemo( - (...
newIDE/app/src/BehaviorsEditor/Editors/BehaviorPropertiesEditor.js
26
JavaScript
0.214
suggestion
78
48
48
false
Collapse advanced properties in the object editor
8,028
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/BehaviorsEditor/Editors/BehaviorPropertiesEditor.js PR Title: Collapse advanced properties in the object editor BEFORE CODE: import { type BehaviorEditorProps } from './BehaviorEditorProps.flow'; import { Column } from '../../UI/Grid'; cons...
Let's protect against propertyName not being present in the map of properties.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
}; const isBitEnabled = (bitsValue: number, pos: number) => { return !!(bitsValue & (1 << pos)); }; const enableBit = (bitsValue: number, pos: number, enable: boolean) => { if (enable) bitsValue |= 1 << pos; else bitsValue &= ~(1 << pos); return bitsValue; }; const Physics3DEditor = (props: Props) => { con...
As for the rest, probably check if propertyName exists?
}; const isBitEnabled = (bitsValue: number, pos: number) => { return !!(bitsValue & (1 << pos)); }; const enableBit = (bitsValue: number, pos: number, enable: boolean) => { if (enable) bitsValue |= 1 << pos; else bitsValue &= ~(1 << pos); return bitsValue; }; const Physics3DEditor = (props: Props) => { con...
@@ -64,7 +66,20 @@ const Physics3DEditor = (props: Props) => { const forceUpdate = useForceUpdate(); const areAdvancedPropertiesExpandedByDefault = React.useMemo( - () => areAdvancedPropertiesModified(behavior), + () => { + const behaviorMetadata = gd.MetadataProvider.getBehaviorMetadata( + gd...
newIDE/app/src/BehaviorsEditor/Editors/Physics3DEditor/index.js
26
JavaScript
0.214
question
55
51
51
false
Collapse advanced properties in the object editor
8,028
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/BehaviorsEditor/Editors/Physics3DEditor/index.js PR Title: Collapse advanced properties in the object editor BEFORE CODE: }; const isBitEnabled = (bitsValue: number, pos: number) => { return !!(bitsValue & (1 << pos)); }; const enableBit...
As for the rest, probably check if propertyName exists?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// Notifications on Microsoft Windows platforms show the app user model id. // If not set, defaults to `electron.app.{app.name}`. if (process.platform === 'win32') { app.setAppUserModelId('gdevelop.ide'); } // Quit when all windows are closed. app.on('window-all-closed', function() { app.quit(); }); // This meth...
Could you run Prettier on this file (if you use VS Code, use the "Format document" command in the command palette)?
// Notifications on Microsoft Windows platforms show the app user model id. // If not set, defaults to `electron.app.{app.name}`. if (process.platform === 'win32') { app.setAppUserModelId('gdevelop.ide'); } // Quit when all windows are closed. app.on('window-all-closed', function() { app.quit(); }); // This meth...
@@ -94,27 +94,9 @@ app.on('ready', function() { registerGdideProtocol({ isDev }); // Create the browser window. - const options = { - width: args.width || 800, - height: args.height || 600, - x: args.x, - y: args.y, - titleBarStyle: 'hidden', - titleBarOverlay: { - color: '#000000', - ...
newIDE/electron-app/app/main.js
26
JavaScript
0.429
question
116
51
51
false
feat: Add "window-maximize-toggle" for macOS
8,053
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: JavaScript File: newIDE/electron-app/app/main.js PR Title: feat: Add "window-maximize-toggle" for macOS BEFORE CODE: // Notifications on Microsoft Windows platforms show the app user model id. // If not set, defaults to `electron.app.{app.name}`. if (process.platform === ...
Could you run Prettier on this file (if you use VS Code, use the "Format document" command in the command palette)?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
private _loadingSpineAtlases = new gdjs.ResourceCache< Promise<pixi_spine.TextureAtlas> >(); /** * @param resourceLoader The resources loader of the game. * @param imageManager The image manager of the game. */ constructor( resourceLoader: gdjs.ResourceLoader, imageMana...
This one might be unnecessary unless you have an idea like making it very clear it can throw?
private _loadingSpineAtlases = new gdjs.ResourceCache< Promise<pixi_spine.TextureAtlas> >(); /** * @param resourceLoader The resources loader of the game. * @param imageManager The image manager of the game. */ constructor( resourceLoader: gdjs.ResourceLoader, imageMana...
@@ -50,7 +50,11 @@ namespace gdjs { } async loadResource(resourceName: string): Promise<void> { - await this.getOrLoad(resourceName); + try {
Extensions/Spine/managers/pixi-spine-atlas-manager.ts
26
TypeScript
0.214
question
93
51
51
false
Fix throw error from load resource in managers for support retries logic
8,060
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: TypeScript File: Extensions/Spine/managers/pixi-spine-atlas-manager.ts PR Title: Fix throw error from load resource in managers for support retries logic BEFORE CODE: private _loadingSpineAtlases = new gdjs.ResourceCache< Promise<pixi_spine.TextureAtlas> >();...
This one might be unnecessary unless you have an idea like making it very clear it can throw?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
logger.warn( 'There was an error while preloading an audio file: ' + error ); throw error; } } else if ( resource.preloadInCache || // Force downloading of sounds. // TODO Decide if sounds should be allowed to be downloaded after the scene ...
I suggest an exception that gives more context to ease debugging: ```suggestion reject(`HTTP error while preloading audio file in cache. Status is ${sound.status}.`); ```
logger.warn( 'There was an error while preloading an audio file: ' + error ); throw error; } } else if ( resource.preloadInCache || // Force downloading of sounds. // TODO Decide if sounds should be allowed to be downloaded after the scene ...
@@ -1059,7 +1068,13 @@ namespace gdjs { const sound = new XMLHttpRequest(); sound.withCredentials = this._resourceLoader.checkIfCredentialsRequired(file); - sound.addEventListener('load', resolve); + sound.addEventListener('load', () => { + if ...
GDJS/Runtime/howler-sound-manager/howler-sound-manager.ts
26
TypeScript
0.857
bug
186
51
51
false
Fix throw error from load resource in managers for support retries logic
8,060
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: TypeScript File: GDJS/Runtime/howler-sound-manager/howler-sound-manager.ts PR Title: Fix throw error from load resource in managers for support retries logic BEFORE CODE: logger.warn( 'There was an error while preloading an audio file: ' + error ...
I suggest an exception that gives more context to ease debugging: ```suggestion reject(`HTTP error while preloading audio file in cache. Status is ${sound.status}.`); ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
if (!resource) { logger.warn( 'Unable to find bitmap font for resource "' + resourceName + '".' ); return; } if (this._loadedFontsData.get(resource)) { return; } try { const response = await fetch( this._resourceLoader.getFullUrl...
```suggestion throw new Error(`HTTP error while loading bitmap font. Status is ${sound.status}.`); ```
if (!resource) { logger.warn( 'Unable to find bitmap font for resource "' + resourceName + '".' ); return; } if (this._loadedFontsData.get(resource)) { return; } try { const response = await fetch( this._resourceLoader.getFullUrl...
@@ -278,6 +278,10 @@ namespace gdjs { 'same-origin', } ); + if (!response.ok) { + throw new Error(`HTTP error! status: ${response.status}`);
GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts
26
TypeScript
0.857
suggestion
112
51
51
false
Fix throw error from load resource in managers for support retries logic
8,060
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: TypeScript File: GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts PR Title: Fix throw error from load resource in managers for support retries logic BEFORE CODE: if (!resource) { logger.warn( 'Unable to find bitmap font for resource "' + resou...
```suggestion throw new Error(`HTTP error while loading bitmap font. Status is ${sound.status}.`); ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
? resource : null; }; /** * Return a PIXI texture which can be used as a placeholder when no * suitable texture can be found. */ getInvalidPIXITexture() { return this._invalidTexture; } /** * Load the specified resources, so that textures are loaded and ca...
Same comment here: this looks unnecessary?
? resource : null; }; /** * Return a PIXI texture which can be used as a placeholder when no * suitable texture can be found. */ getInvalidPIXITexture() { return this._invalidTexture; } /** * Load the specified resources, so that textures are loaded and ca...
@@ -400,7 +400,12 @@ namespace gdjs { ); return; } - await this._loadTexture(resource); + + try {
GDJS/Runtime/pixi-renderers/pixi-image-manager.ts
26
TypeScript
0.071
question
42
51
51
false
Fix throw error from load resource in managers for support retries logic
8,060
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: TypeScript File: GDJS/Runtime/pixi-renderers/pixi-image-manager.ts PR Title: Fix throw error from load resource in managers for support retries logic BEFORE CODE: ? resource : null; }; /** * Return a PIXI texture which can be used as a placeho...
Same comment here: this looks unnecessary?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
}) .on('error', (error) => { reject(error); }); }); } else { // If the file has no extension, PIXI.assets.load cannot find // an adequate load parser and does not load the file although // we would like to force it...
Have you observed this to be useful? I wonder if this will work because the internal texture id used by PixiJS could be different than the resourceUrl?
} else { // If the file has no extension, PIXI.assets.load cannot find // an adequate load parser and does not load the file although // we would like to force it to load (we are confident it's an image). // TODO: When PIXI v8+ is used, PIXI.Assets.load can be used becaus...
@@ -479,6 +479,9 @@ namespace gdjs { } } catch (error) { logFileLoadingError(resource.file, error); + PIXI.Texture.removeFromCache(resourceUrl);
GDJS/Runtime/pixi-renderers/pixi-image-manager.ts
26
TypeScript
0.429
question
151
51
51
false
Fix throw error from load resource in managers for support retries logic
8,060
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: TypeScript File: GDJS/Runtime/pixi-renderers/pixi-image-manager.ts PR Title: Fix throw error from load resource in managers for support retries logic BEFORE CODE: }) .on('error', (error) => { reject(error); }); ...
Have you observed this to be useful? I wonder if this will work because the internal texture id used by PixiJS could be different than the resourceUrl?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
alignItems: 'stretch', overflowY: 'auto', }, planCardsLineContainer: { display: 'inline-flex', flexDirection: 'row', alignItems: 'stretch', gap: 8, overflowY: 'auto', }, currentPlanPaper: { padding: '8px 12px', }, }; const cancelConfirmationTexts = { title: t`Cancel your sub...
should this be danger / warning too?
overflowY: 'auto', }, planCardsLineContainer: { display: 'inline-flex', flexDirection: 'row', alignItems: 'stretch', gap: 8, overflowY: 'auto', }, currentPlanPaper: { padding: '8px 12px', }, }; const cancelConfirmationTexts = { level: 'normal', dialogTexts: { title: t`Canc...
@@ -94,32 +93,34 @@ const styles = { }; const cancelConfirmationTexts = { - title: t`Cancel your subscription?`, - message: t`By canceling your subscription, you will lose all your premium features at the end of the period you already paid for. Continue?`, - confirmButtonLabel: t`Continue`, - dismissButtonLabel...
newIDE/app/src/Profile/Subscription/SubscriptionDialog.js
26
JavaScript
0.143
question
36
51
51
false
Make clearer warning when stopping subscription with a redemption code
8,070
4ian/GDevelop
10,154
JavaScript
ClementPasteau
4ian
Review this pull request change. Language: JavaScript File: newIDE/app/src/Profile/Subscription/SubscriptionDialog.js PR Title: Make clearer warning when stopping subscription with a redemption code BEFORE CODE: alignItems: 'stretch', overflowY: 'auto', }, planCardsLineContainer: { display: 'inline-...
should this be danger / warning too?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// @flow import { type ProjectSettings } from './ProjectSettingsReader'; import { type Preferences } from '../MainFrame/Preferences/PreferencesContext'; /** * Applies project-specific settings from a settings.ini file to the editor preferences. * This allows projects to override certain editor preferences when they ...
This is fairly verbose. I wonder if we could reduce everything to a few key concepts: - ProjectSettings renamed to "ProjectSpecificPreferences". It can be a "Partial<Preferences>" (or in Flow, I think it's `$Shape<Preferences>`). - An "allowlist" of names of preferences that can be overwritten. - When a project is loa...
// @flow import { type ParsedProjectSettings } from './ProjectSettingsReader'; import { type Preferences, type ProjectSpecificPreferencesValues, } from '../MainFrame/Preferences/PreferencesContext'; /** Allowlist of preference keys that can be overridden per-project. */ const allowedPreferenceKeys: $ReadOnlyArray<...
@@ -0,0 +1,117 @@ +// @flow +import { type ProjectSettings } from './ProjectSettingsReader'; +import { type Preferences } from '../MainFrame/Preferences/PreferencesContext'; + +/** + * Applies project-specific settings from a settings.ini file to the editor preferences. + * This allows projects to override certain edit...
newIDE/app/src/Utils/ApplyProjectSettings.js
16
JavaScript
0.643
suggestion
496
41
41
false
feat: Project-specific Editor Settings
8,101
4ian/GDevelop
10,154
JavaScript
4ian
malec-palec
Review this pull request change. Language: JavaScript File: newIDE/app/src/Utils/ApplyProjectSettings.js PR Title: feat: Project-specific Editor Settings BEFORE CODE: // @flow import { type ProjectSettings } from './ProjectSettingsReader'; import { type Preferences } from '../MainFrame/Preferences/PreferencesContex...
This is fairly verbose. I wonder if we could reduce everything to a few key concepts: - ProjectSettings renamed to "ProjectSpecificPreferences". It can be a "Partial<Preferences>" (or in Flow, I think it's `$Shape<Preferences>`). - An "allowlist" of names of preferences that can be overwritten. - When a project is loa...
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
}); test('ignores non-boolean values', () => { const rawSettings = { autosaveOnPreview: 'true', use3DEditor: 42, showDeprecatedInstructionWarning: null, }; expect(convertToProjectSettings(rawSettings)).toEqual({}); }); test('handles all valid preference keys',...
These tests are a bit of a "tautology". I would rather reduce the noise-to-signal ratio by not having them, as "testing a Set" is not super interesting and will actually make the codebase less flexible (because you have to remember updating these if at some point you rework the set to be something else). In other words...
// @flow import { filterAllowedPreferences, applyProjectSettings, } from './ApplyProjectSettings'; import YAML from 'yaml'; describe('ProjectSettingsReader', () => { describe('end-to-end: YAML content applied to preferences', () => { test('gdevelop-settings.yaml content is properly parsed, filtered, and appl...
@@ -0,0 +1,265 @@ +// @flow +import { + flattenIniObject, + convertToProjectSettings, + VALID_PREFERENCE_KEYS, +} from './ProjectSettingsReader'; +import ini from 'ini'; + +describe('ProjectSettingsReader', () => { + describe('ini library parsing', () => { + test('parses true/false as native booleans', () => { +...
newIDE/app/src/Utils/ProjectSettingsReader.spec.js
26
JavaScript
0.5
suggestion
566
42
121
false
feat: Project-specific Editor Settings
8,101
4ian/GDevelop
10,154
JavaScript
4ian
malec-palec
Review this pull request change. Language: JavaScript File: newIDE/app/src/Utils/ProjectSettingsReader.spec.js PR Title: feat: Project-specific Editor Settings BEFORE CODE: }); test('ignores non-boolean values', () => { const rawSettings = { autosaveOnPreview: 'true', use3DEditor: 42,...
These tests are a bit of a "tautology". I would rather reduce the noise-to-signal ratio by not having them, as "testing a Set" is not super interesting and will actually make the codebase less flexible (because you have to remember updating these if at some point you rework the set to be something else). In other words...
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// @flow import optionalRequire from './OptionalRequire'; import YAML from 'yaml'; const fs = optionalRequire('node:fs'); const fsPromises = fs ? fs.promises : null; const path = optionalRequire('node:path'); export type RawProjectSettings = { preferences?: { [string]: mixed }, }; export type ParsedProjectSettings...
I suggest we use a slightly more specific name to avoid conflicts: ```suggestion const SETTINGS_FILE_NAME = 'gdevelop-settings.yaml'; ```
// @flow import optionalRequire from './OptionalRequire'; import YAML from 'yaml'; import { SafeExtractor } from './SafeExtractor'; const fs = optionalRequire('fs'); const fsPromises = fs ? fs.promises : null; const path = optionalRequire('path'); export type ParsedProjectSettings = { preferences: { [string]: boole...
@@ -0,0 +1,97 @@ +// @flow +import optionalRequire from './OptionalRequire'; +import YAML from 'yaml'; + +const fs = optionalRequire('node:fs'); +const fsPromises = fs ? fs.promises : null; +const path = optionalRequire('node:path'); + +export type RawProjectSettings = { + preferences?: { [string]: mixed }, +}; + +exp...
newIDE/app/src/Utils/ProjectSettingsReader.js
17
JavaScript
0.786
suggestion
137
42
42
false
feat: Project-specific Editor Settings
8,101
4ian/GDevelop
10,154
JavaScript
4ian
malec-palec
Review this pull request change. Language: JavaScript File: newIDE/app/src/Utils/ProjectSettingsReader.js PR Title: feat: Project-specific Editor Settings BEFORE CODE: // @flow import optionalRequire from './OptionalRequire'; import YAML from 'yaml'; const fs = optionalRequire('node:fs'); const fsPromises = fs ? f...
I suggest we use a slightly more specific name to avoid conflicts: ```suggestion const SETTINGS_FILE_NAME = 'gdevelop-settings.yaml'; ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
!!remote && !!this.props.fileMetadata && this.props.storageProvider.internalName === 'LocalFile' } onToggleProperties={this.toggleProperties} isPropertiesShown={openedEditorNames.includes('properties')} canDelete={!!this.state.selectedResource} onDel...
Use `GetResourcePosition`. No need for allNames
); onDeleteResource(resource, doRemove => { if (!doRemove || !resource) return; resourcesManager.removeResource(resource.getName()); const newCount = resourcesManager.count(); const nextResourceToSelect = newCount > 0 ? resourcesManager.getResourceAt(Math.min(current...
@@ -126,18 +157,38 @@ export default class ResourcesEditor extends React.Component<Props, State> { ); if (!answer) return; + const resourcesManager = project.getResourcesManager(); + const allNames = resourcesManager.getAllResourceNames().toJSArray(); + const currentIndex = allNames.indexOf(resourc...
newIDE/app/src/ResourcesEditor/index.js
26
JavaScript
0.286
suggestion
47
51
51
false
QoL Resource tab with shortcuts
8,115
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesEditor/index.js PR Title: QoL Resource tab with shortcuts BEFORE CODE: !!remote && !!this.props.fileMetadata && this.props.storageProvider.internalName === 'LocalFile' } onToggleProperti...
Use `GetResourcePosition`. No need for allNames
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} onToggleProperties={this.toggleProperties} isPropertiesShown={openedEditorNames.includes('properties')} canDelete={!!this.state.selectedResource} onDeleteSelection={() => this.deleteResource(this.state.selectedResource) } /> ); }; deleteResource...
Ideally we would expose `Count` in Bindings.idl for ResourcesContainer
if (!doRemove || !resource) return; resourcesManager.removeResource(resource.getName()); const newCount = resourcesManager.count(); const nextResourceToSelect = newCount > 0 ? resourcesManager.getResourceAt(Math.min(currentIndex, newCount - 1)) : null; this.s...
@@ -126,18 +157,38 @@ export default class ResourcesEditor extends React.Component<Props, State> { ); if (!answer) return; + const resourcesManager = project.getResourcesManager(); + const allNames = resourcesManager.getAllResourceNames().toJSArray(); + const currentIndex = allNames.indexOf(resourc...
newIDE/app/src/ResourcesEditor/index.js
26
JavaScript
0.357
suggestion
70
51
51
false
QoL Resource tab with shortcuts
8,115
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesEditor/index.js PR Title: QoL Resource tab with shortcuts BEFORE CODE: } onToggleProperties={this.toggleProperties} isPropertiesShown={openedEditorNames.includes('properties')} canDelete={!!this.state...
Ideally we would expose `Count` in Bindings.idl for ResourcesContainer
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
properties: { type: 'secondary', title: t`Properties`, renderEditor: () => ( <ResourcePropertiesEditor key={selectedResource ? selectedResource.ptr : undefined} resources={selectedResource ? [selectedResource] : []} project={project} ...
Do we really need this container? Could we have a "onKeyDown" on the ResourcesList?
const editors = { properties: { type: 'secondary', title: t`Properties`, renderEditor: () => ( <ResourcePropertiesEditor key={selectedResource ? selectedResource.ptr : undefined} resources={selectedResource ? [selectedResource] : []} proje...
@@ -273,22 +324,32 @@ export default class ResourcesEditor extends React.Component<Props, State> { type: 'primary', noTitleBar: true, renderEditor: () => ( - <ResourcesList - project={project} - fileMetadata={fileMetadata} - onDeleteResource={this.del...
newIDE/app/src/ResourcesEditor/index.js
26
JavaScript
0.286
question
83
51
51
false
QoL Resource tab with shortcuts
8,115
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesEditor/index.js PR Title: QoL Resource tab with shortcuts BEFORE CODE: properties: { type: 'secondary', title: t`Properties`, renderEditor: () => ( <ResourcePropertiesEditor key={s...
Do we really need this container? Could we have a "onKeyDown" on the ResourcesList?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} componentWillUnmount() { unregisterOnResourceExternallyChangedCallback( this.resourceExternallyChangedCallbackId ); } _onKeyDown = (event: KeyboardEvent) => { if (event.key === 'ArrowDown' || event.key === 'ArrowUp') { this._moveSelection(event.key === 'ArrowDown' ? 1 : -1); ev...
Same as the other, I think it would be worth exposing Count and using GetResourcePosition rather than everytime getting getAllResourceNames + calling to JSArray which creates useless copies of the list of names in memory.
componentDidMount() { this.resourceExternallyChangedCallbackId = registerOnResourceExternallyChangedCallback( this.onResourceExternallyChanged.bind(this) ); } componentWillUnmount() { unregisterOnResourceExternallyChangedCallback( this.resourceExternallyChangedCallbackId ); } ref...
@@ -84,12 +84,43 @@ export default class ResourcesEditor extends React.Component<Props, State> { this.onResourceExternallyChanged.bind(this) ); } + componentWillUnmount() { unregisterOnResourceExternallyChangedCallback( this.resourceExternallyChangedCallbackId ); } + _onKeyDown ...
newIDE/app/src/ResourcesEditor/index.js
26
JavaScript
0.643
suggestion
221
51
51
false
QoL Resource tab with shortcuts
8,115
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesEditor/index.js PR Title: QoL Resource tab with shortcuts BEFORE CODE: } componentWillUnmount() { unregisterOnResourceExternallyChangedCallback( this.resourceExternallyChangedCallbackId ); } _onKeyDown = (eve...
Same as the other, I think it would be worth exposing Count and using GetResourcePosition rather than everytime getting getAllResourceNames + calling to JSArray which creates useless copies of the list of names in memory.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
return ( <Background> <Line> <Column expand> <SearchBar value={searchText} onRequestSearch={() => {}} onChange={text => setSearchText(text)} placeholder={t`Search resources`} /> <...
Add a comment explaining why you don't set onDelete and onRename here.
const checkMissingPaths = React.useCallback( () => { const resourcesManager = project.getResourcesManager(); const resourceNames = resourcesManager .getAllResourceNames() .toJSArray(); const newResourcesWithErrors = {}; resourceNames.forEach(...
@@ -257,9 +264,32 @@ const ResourcesList = React.memo<Props, ResourcesListInterface>( [project, forceUpdateList] ); + const keyboardShortcutsRef = React.useRef<KeyboardShortcuts>( + new KeyboardShortcuts({ + shortcutCallbacks: {},
newIDE/app/src/ResourcesList/index.js
26
JavaScript
0.286
suggestion
70
51
51
false
QoL Resource tab with shortcuts
8,115
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesList/index.js PR Title: QoL Resource tab with shortcuts BEFORE CODE: return ( <Background> <Line> <Column expand> <SearchBar value={searchText} onReq...
Add a comment explaining why you don't set onDelete and onRename here.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
export default class ResourcesEditor extends React.Component<Props, State> { static defaultProps = { setToolbar: () => {}, }; resourceExternallyChangedCallbackId: ?string; editorMosaic: ?EditorMosaicInterface = null; _propertiesEditor: ?ResourcePropertiesEditorInterface = null; _resourcesList: ?Resource...
As written in another comment, it could be the ResourcesList that take care of this. A good LLM model could probably find the best way to do it.
export default class ResourcesEditor extends React.Component<Props, State> { // $FlowFixMe[missing-local-annot] static defaultProps = { setToolbar: () => {}, }; resourceExternallyChangedCallbackId: ?string; editorMosaic: ?EditorMosaicInterface = null; _propertiesEditor: ?ResourcePropertiesEditorInterfa...
@@ -84,12 +84,43 @@ export default class ResourcesEditor extends React.Component<Props, State> { this.onResourceExternallyChanged.bind(this) ); } + componentWillUnmount() { unregisterOnResourceExternallyChangedCallback( this.resourceExternallyChangedCallbackId ); } + _onKeyDown ...
newIDE/app/src/ResourcesEditor/index.js
26
JavaScript
0.429
suggestion
144
51
51
false
QoL Resource tab with shortcuts
8,115
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesEditor/index.js PR Title: QoL Resource tab with shortcuts BEFORE CODE: export default class ResourcesEditor extends React.Component<Props, State> { static defaultProps = { setToolbar: () => {}, }; resourceExternallyChanged...
As written in another comment, it could be the ResourcesList that take care of this. A good LLM model could probably find the best way to do it.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
_('y position of spine _PARAM1_ point attachment for _PARAM2_ slot'), _('Animations and images'), 'JsPlatform/Extensions/spine.svg' ) .addParameter('object', _('Spine'), 'SpineObject') .addParameter('string', _('Attachment name')) .addParameter('string', _('Slot name (use...
Is there any chance we can make this a `yesorno` boolean parameter? Same for the other conditions?
'JsPlatform/Extensions/spine.svg' ) .addParameter('object', _('Spine'), 'SpineObject') .addParameter('string', _('Attachment name')) .addParameter('string', _('Slot name (use "" if names are the same)')) .useStandardParameters('number', gd.ParameterOptions.makeNewOptions()) ....
@@ -106,6 +106,60 @@ module.exports = { .useStandardParameters('number', gd.ParameterOptions.makeNewOptions()) .setFunctionName('getPointAttachmentY'); + object + .addExpressionAndCondition( + 'number', + 'PointAttachmentScaleX', + _('Point attachment scale X position'), + ...
Extensions/Spine/JsExtension.js
26
JavaScript
0.357
question
98
51
51
false
Add point attachment rotation and scale expression for spine
8,125
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: JavaScript File: Extensions/Spine/JsExtension.js PR Title: Add point attachment rotation and scale expression for spine BEFORE CODE: _('y position of spine _PARAM1_ point attachment for _PARAM2_ slot'), _('Animations and images'), 'JsPlatform/Extens...
Is there any chance we can make this a `yesorno` boolean parameter? Same for the other conditions?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
clipboardContent, 'actionsCount' ); if (actionsCount === null) return false; return actionsCount > 0; }; export const copySelectionToClipboard = (selection: SelectionState) => { const eventsList = new gd.EventsList(); const actionsList = new gd.InstructionsList(); const conditionsList = new gd.Ins...
Not sure if useful, but could you use contains: https://github.com/4ian/GDevelop/blob/6377ece6f97ec3dc4d323066afdab8b28ff82ea6/Core/GDCore/Events/EventsList.h#L138-L144 (maybe not because you don't have an EventsList).
clipboardContent, 'actionsCount' ); if (actionsCount === null) return false; return actionsCount > 0; }; const addAllSubEvents = ( event: gdBaseEvent, events: Set<gdBaseEvent> ): void => { const subEvents = event.getSubEvents(); for (let i = 0; i < subEvents.getEventsCount(); i++) { const su...
@@ -56,12 +56,43 @@ export const hasClipboardActions = () => { return actionsCount > 0; }; +const addAllSubEvents = ( + event: gdBaseEvent, + events: Set<gdBaseEvent> +): void => { + const subEvents = event.getSubEvents(); + for (let i = 0; i < subEvents.getEventsCount(); i++) { + const subEvent = subEvent...
newIDE/app/src/EventsSheet/ClipboardKind.js
26
JavaScript
0.5
suggestion
221
51
51
false
Fix duplicated pasted events when the selection contains an event and its sub-events
8,155
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/EventsSheet/ClipboardKind.js PR Title: Fix duplicated pasted events when the selection contains an event and its sub-events BEFORE CODE: clipboardContent, 'actionsCount' ); if (actionsCount === null) return false; return actio...
Not sure if useful, but could you use contains: https://github.com/4ian/GDevelop/blob/6377ece6f97ec3dc4d323066afdab8b28ff82ea6/Core/GDCore/Events/EventsList.h#L138-L144 (maybe not because you don't have an EventsList).
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
.slice(1) .split(/(?=[A-Z])/) .join(' ') ); }; const getDescription = () => propertyDescription; const getEndAdornment = (instance: Instance) => { const property = getProperties(instance).get(name); const measurementUnit = property.getMeasurementUnit(); return { label...
@D8H what if the default value is 0? This will be falsy.
.slice(1) .split(/(?=[A-Z])/) .join(' ') ); }; const getDescription = () => propertyDescription; const getEndAdornment = (instance: Instance) => { const property = getProperties(instance).get(name); const measurementUnit = property.getMeasurementUnit(); return { label...
@@ -67,6 +68,26 @@ const createField = ( ), }; }; + const defaultValueNumber = defaultValue + ? parseFloat(defaultValue) || 0 + : null; + const getValue = (instance: Instance): number => + getNumberValue(instance, name); + const getEndAdornmentIcon = defaultValueNumber
newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js
26
JavaScript
0.214
suggestion
56
51
51
false
Add a button to reset properties to their default values
8,163
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js PR Title: Add a button to reset properties to their default values BEFORE CODE: .slice(1) .split(/(?=[A-Z])/) .join(' ') ); }; const getDescription = () => propertyDes...
@D8H what if the default value is 0? This will be falsy.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
const measurementUnit = property.getMeasurementUnit(); return { label: getMeasurementUnitShortLabel(measurementUnit), tooltipContent: ( <MeasurementUnitDocumentation label={measurementUnit.getLabel()} description={measurementUnit.getDescription()} elementsWithWo...
It's strange to see a setValue that calls a setNumberValue, because who tells us that this is a number field? I would rather put this inside the `if (valueType === 'number')` branch?
const measurementUnit = property.getMeasurementUnit(); return { label: getMeasurementUnitShortLabel(measurementUnit), tooltipContent: ( <MeasurementUnitDocumentation label={measurementUnit.getLabel()} description={measurementUnit.getDescription()} elementsWithWo...
@@ -67,6 +68,26 @@ const createField = ( ), }; }; + const defaultValueNumber = defaultValue + ? parseFloat(defaultValue) || 0 + : null; + const getValue = (instance: Instance): number => + getNumberValue(instance, name); + const getEndAdornmentIcon = defaultValueNumber + ? (instance: gdIni...
newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js
26
JavaScript
0.714
question
182
51
51
false
Add a button to reset properties to their default values
8,163
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js PR Title: Add a button to reset properties to their default values BEFORE CODE: const measurementUnit = property.getMeasurementUnit(); return { label: getMeasurementUnitShortLabel(measu...
It's strange to see a setValue that calls a setNumberValue, because who tells us that this is a number field? I would rather put this inside the `if (valueType === 'number')` branch?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
if (valueType === 'number') { const defaultValueNumber = defaultValue !== null ? parseFloat(defaultValue) || 0 : null; const getValue = (instance: Instance): number => getNumberValue(instance, name); const getEndAdornmentIcon = defaultValueNumber !== null ? (instance: gdInitialIn...
```suggestion getValue, ```
if (valueType === 'number') { const defaultValueNumber = defaultValue !== null ? parseFloat(defaultValue) || 0 : null; const getValue = (instance: Instance): number => getNumberValue(instance, name); const getEndAdornmentIcon = defaultValueNumber !== null ? (instance: gdInitialIn...
@@ -75,14 +76,33 @@ const createField = ( const valueType = property.getType().toLowerCase(); if (valueType === 'number') { + const defaultValueNumber = + defaultValue !== null ? parseFloat(defaultValue) || 0 : null; + const getValue = (instance: Instance): number => + getNumberValue(instance, n...
newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js
26
JavaScript
0.429
suggestion
33
51
51
false
Add a button to reset properties to their default values
8,163
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js PR Title: Add a button to reset properties to their default values BEFORE CODE: if (valueType === 'number') { const defaultValueNumber = defaultValue !== null ? parseFloat(defaultValue) |...
```suggestion getValue, ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
export type InstancesEditorSettings = {| /** Is grid shown? */ grid: boolean, gridType: 'isometric' | 'rectangular', gridWidth: number, gridHeight: number, gridDepth: number, gridOffsetX: number, gridOffsetY: number, gridOffsetZ: number, gridColor: number, gridAlpha: number, /** Is snap to grid...
Could as well remove this comment
export type InstancesEditorSettings = {| /** Is grid shown? */ grid: boolean, gridType: 'isometric' | 'rectangular', gridWidth: number, gridHeight: number, gridDepth: number, gridOffsetX: number, gridOffsetY: number, gridOffsetZ: number, gridColor: number, gridAlpha: number, /** Is snap to grid...
@@ -25,6 +25,9 @@ export type InstancesEditorSettings = {| /** The name of the layer selected to place instances on. */ selectedLayer: string, + + /** The game editor mode: 'embedded-game' or 'instances-editor' */
newIDE/app/src/InstancesEditor/InstancesEditorSettings.js
26
JavaScript
0.143
refactor
33
51
51
false
Save Editor Mode (2D/3D) per scene instead of globally
8,169
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/InstancesEditor/InstancesEditorSettings.js PR Title: Save Editor Mode (2D/3D) per scene instead of globally BEFORE CODE: export type InstancesEditorSettings = {| /** Is grid shown? */ grid: boolean, gridType: 'isometric' | 'rectangular...
Could as well remove this comment
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
#include "BehaviorPropertyRenamer.h" #include "GDCore/Events/Instruction.h" #include "GDCore/Extensions/Metadata/MetadataProvider.h" #include "GDCore/Extensions/PlatformExtension.h" #include "GDCore/IDE/WholeProjectRefactorer.h" #include "GDCore/Project/Behavior.h" #include "GDCore/Project/Object.h" #include "GDCore/P...
Any reason why implementing this empty is useful?
#include "BehaviorPropertyRenamer.h" #include "GDCore/Events/Instruction.h" #include "GDCore/Extensions/Metadata/MetadataProvider.h" #include "GDCore/Extensions/PlatformExtension.h" #include "GDCore/IDE/WholeProjectRefactorer.h" #include "GDCore/Project/Behavior.h" #include "GDCore/Project/Object.h" #include "GDCore/P...
@@ -0,0 +1,23 @@ +#include "BehaviorPropertyRenamer.h" + +#include "GDCore/Events/Instruction.h" +#include "GDCore/Extensions/Metadata/MetadataProvider.h" +#include "GDCore/Extensions/PlatformExtension.h" +#include "GDCore/IDE/WholeProjectRefactorer.h" +#include "GDCore/Project/Behavior.h" +#include "GDCore/Project/Obj...
Core/GDCore/IDE/Events/BehaviorPropertyRenamer.cpp
13
C++
0.143
question
49
24
22
false
Fix property value loss when renaming a property in the extension editor
8,211
4ian/GDevelop
10,154
JavaScript
4ian
D8H
Review this pull request change. Language: C++ File: Core/GDCore/IDE/Events/BehaviorPropertyRenamer.cpp PR Title: Fix property value loss when renaming a property in the extension editor BEFORE CODE: #include "BehaviorPropertyRenamer.h" #include "GDCore/Events/Instruction.h" #include "GDCore/Extensions/Metadata/Me...
Any reason why implementing this empty is useful?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// @flow import * as React from 'react'; import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; import GenericIconPreview from './GenericIconPreview'; import Music from '../../UI/CustomSvgIcons/Music'; type Props = {| resourceName: string, audioResourceSource: string, |}; const AudioPrevie...
useless comment ```suggestion ```
// @flow import * as React from 'react'; import SoundPlayer from '../../UI/SoundPlayer'; import GenericIconPreview from './GenericIconPreview'; import Music from '../../UI/CustomSvgIcons/Music'; type Props = {| resourceName: string, audioResourceSource: string, |}; const AudioPreview = ({ resourceName, audioResou...
@@ -0,0 +1,41 @@ +// @flow +import * as React from 'react'; +import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; +import GenericIconPreview from './GenericIconPreview'; +import Music from '../../UI/CustomSvgIcons/Music'; + +type Props = {| + resourceName: string, + audioResourceSource: stri...
newIDE/app/src/ResourcesList/ResourcePreview/AudioPreview.js
17
JavaScript
0.5
suggestion
33
42
39
false
Add audio preview in resources
8,219
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesList/ResourcePreview/AudioPreview.js PR Title: Add audio preview in resources BEFORE CODE: // @flow import * as React from 'react'; import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; import GenericIconPre...
useless comment ```suggestion ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// @flow import * as React from 'react'; import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; import GenericIconPreview from './GenericIconPreview'; import Music from '../../UI/CustomSvgIcons/Music'; type Props = {| resourceName: string, audioResourceSource: string, |}; const AudioPrevie...
Would probably be worth showing something but that's ok for now.
// @flow import * as React from 'react'; import SoundPlayer from '../../UI/SoundPlayer'; import GenericIconPreview from './GenericIconPreview'; import Music from '../../UI/CustomSvgIcons/Music'; type Props = {| resourceName: string, audioResourceSource: string, |}; const AudioPreview = ({ resourceName, audioResou...
@@ -0,0 +1,41 @@ +// @flow +import * as React from 'react'; +import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; +import GenericIconPreview from './GenericIconPreview'; +import Music from '../../UI/CustomSvgIcons/Music'; + +type Props = {| + resourceName: string, + audioResourceSource: stri...
newIDE/app/src/ResourcesList/ResourcePreview/AudioPreview.js
24
JavaScript
0.214
suggestion
64
42
39
false
Add audio preview in resources
8,219
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesList/ResourcePreview/AudioPreview.js PR Title: Add audio preview in resources BEFORE CODE: // @flow import * as React from 'react'; import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; import GenericIconPre...
Would probably be worth showing something but that's ok for now.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// @flow import * as React from 'react'; import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; import GenericIconPreview from './GenericIconPreview'; import Music from '../../UI/CustomSvgIcons/Music'; type Props = {| resourceName: string, audioResourceSource: string, |}; const AudioPrevie...
This ref is unused -> remove it. ```suggestion ```
// @flow import * as React from 'react'; import SoundPlayer from '../../UI/SoundPlayer'; import GenericIconPreview from './GenericIconPreview'; import Music from '../../UI/CustomSvgIcons/Music'; type Props = {| resourceName: string, audioResourceSource: string, |}; const AudioPreview = ({ resourceName, audioResou...
@@ -0,0 +1,41 @@ +// @flow +import * as React from 'react'; +import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; +import GenericIconPreview from './GenericIconPreview'; +import Music from '../../UI/CustomSvgIcons/Music'; + +type Props = {| + resourceName: string, + audioResourceSource: stri...
newIDE/app/src/ResourcesList/ResourcePreview/AudioPreview.js
13
JavaScript
0.643
suggestion
50
38
38
false
Add audio preview in resources
8,219
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/ResourcesList/ResourcePreview/AudioPreview.js PR Title: Add audio preview in resources BEFORE CODE: // @flow import * as React from 'react'; import SoundPlayer, { type SoundPlayerInterface } from '../../UI/SoundPlayer'; import GenericIconPre...
This ref is unused -> remove it. ```suggestion ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
|}; export type CompactSoundPlayerInterface = {| playPause: (forcePlay: boolean) => void, |}; const CompactSoundPlayer = React.forwardRef<Props, CompactSoundPlayerInterface>( ({ soundSrc, onSoundLoaded, onSoundError }, ref) => { const mobileAudioRef = React.useRef<?Audio>(null); const [isPlaying, setIsPla...
Looks useless? The ref is not used in this function. No reason not to do the rest.
onSoundLoaded?: () => void, onSoundError?: () => void, |}; const CompactSoundPlayer = ({ soundSrc, onSoundLoaded, onSoundError, }: Props) => { const audioRef = React.useRef<?HTMLAudioElement>(null); const [isPlaying, setIsPlaying] = React.useState(false); const [isLoading, setIsLoading] = React.useStat...
@@ -0,0 +1,91 @@ +// @flow + +import * as React from 'react'; +import IconButton from '@material-ui/core/IconButton'; +import Play from '../CustomSvgIcons/Play'; +import Pause from '../CustomSvgIcons/Pause'; + +type Props = {| + soundSrc: string | null, + onSoundLoaded?: () => void, + onSoundError?: () => void, +|};...
newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js
26
JavaScript
0.286
suggestion
82
51
51
false
Add audio preview in resources
8,219
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js PR Title: Add audio preview in resources BEFORE CODE: |}; export type CompactSoundPlayerInterface = {| playPause: (forcePlay: boolean) => void, |}; const CompactSoundPlayer = React.forwardRef<Props, C...
Looks useless? The ref is not used in this function. No reason not to do the rest.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
const mobileAudioRef = React.useRef<?Audio>(null); const [isPlaying, setIsPlaying] = React.useState(false); const onPlayPause = React.useCallback( (forcePlay?: boolean) => { if (!soundSrc) return; setIsPlaying(_isPlaying => forcePlay || !_isPlaying); }, [soundSrc] ); ...
You only use onPlayPause in this file. No reason to expose it to the outside world. ```suggestion ```
}: Props) => { const audioRef = React.useRef<?HTMLAudioElement>(null); const [isPlaying, setIsPlaying] = React.useState(false); const [isLoading, setIsLoading] = React.useState(false); const [isAudioLoaded, setIsAudioLoaded] = React.useState(false); const isMountedRef = useIsMounted(); const abortController...
@@ -0,0 +1,91 @@ +// @flow + +import * as React from 'react'; +import IconButton from '@material-ui/core/IconButton'; +import Play from '../CustomSvgIcons/Play'; +import Pause from '../CustomSvgIcons/Pause'; + +type Props = {| + soundSrc: string | null, + onSoundLoaded?: () => void, + onSoundError?: () => void, +|};...
newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js
26
JavaScript
0.786
suggestion
102
51
51
false
Add audio preview in resources
8,219
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js PR Title: Add audio preview in resources BEFORE CODE: const mobileAudioRef = React.useRef<?Audio>(null); const [isPlaying, setIsPlaying] = React.useState(false); const onPlayPause = React.use...
You only use onPlayPause in this file. No reason to expose it to the outside world. ```suggestion ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// @flow import * as React from 'react'; import IconButton from '@material-ui/core/IconButton'; import Play from '../CustomSvgIcons/Play'; import Pause from '../CustomSvgIcons/Pause'; type Props = {| soundSrc: string | null, onSoundLoaded?: () => void, onSoundError?: () => void, |}; export type CompactSoundPla...
Interface "playPause" is used nowhere by other components, so no need to complexify the component. ```suggestion const CompactSoundPlayer = ({ soundSrc, onSoundLoaded, onSoundError }: Props) => { ```
// @flow import * as React from 'react'; import IconButton from '@material-ui/core/IconButton'; import CircularProgress from '@material-ui/core/CircularProgress'; import Play from '../CustomSvgIcons/Play'; import Pause from '../CustomSvgIcons/Pause'; import { useIsMounted } from '../../Utils/UseIsMounted'; type Props...
@@ -0,0 +1,91 @@ +// @flow + +import * as React from 'react'; +import IconButton from '@material-ui/core/IconButton'; +import Play from '../CustomSvgIcons/Play'; +import Pause from '../CustomSvgIcons/Pause'; + +type Props = {| + soundSrc: string | null, + onSoundLoaded?: () => void, + onSoundError?: () => void, +|};...
newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js
19
JavaScript
1
suggestion
200
44
44
false
Add audio preview in resources
8,219
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js PR Title: Add audio preview in resources BEFORE CODE: // @flow import * as React from 'react'; import IconButton from '@material-ui/core/IconButton'; import Play from '../CustomSvgIcons/Play'; import Pau...
Interface "playPause" is used nowhere by other components, so no need to complexify the component. ```suggestion const CompactSoundPlayer = ({ soundSrc, onSoundLoaded, onSoundError }: Props) => { ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
() => { if (!mobileAudioRef.current) return; if (onSoundLoaded) onSoundLoaded(); }, [onSoundLoaded] ); React.useImperativeHandle(ref, () => ({ playPause: onPlayPause, })); React.useEffect( () => { if (!mobileAudioRef.current) return; if (is...
This will force the browser to load the audio source anytime the button is displayed. For a large game/long session, this means the browser may have to load dozens of audio files, wasting computing and network. Can you adapt this component so that it only load the audio file when play is pressed? - Default state: no...
audioRef.current = null; abortControllerRef.current = null; setIsPlaying(false); setIsLoading(false); setIsAudioLoaded(false); }, []); const initializeAudio = React.useCallback( () => { if (!soundSrc || audioRef.current) return; setIsLoading(true); const audio = new Audio...
@@ -0,0 +1,91 @@ +// @flow + +import * as React from 'react'; +import IconButton from '@material-ui/core/IconButton'; +import Play from '../CustomSvgIcons/Play'; +import Pause from '../CustomSvgIcons/Pause'; + +type Props = {| + soundSrc: string | null, + onSoundLoaded?: () => void, + onSoundError?: () => void, +|};...
newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js
26
JavaScript
0.786
suggestion
766
51
51
false
Add audio preview in resources
8,219
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js PR Title: Add audio preview in resources BEFORE CODE: () => { if (!mobileAudioRef.current) return; if (onSoundLoaded) onSoundLoaded(); }, [onSoundLoaded] ); Reac...
This will force the browser to load the audio source anytime the button is displayed. For a large game/long session, this means the browser may have to load dozens of audio files, wasting computing and network. Can you adapt this component so that it only load the audio file when play is pressed? - Default state: no...
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// @flow import * as React from 'react'; import IconButton from '@material-ui/core/IconButton'; import Play from '../CustomSvgIcons/Play'; import Pause from '../CustomSvgIcons/Pause'; type Props = {| soundSrc: string | null, onSoundLoaded?: () => void, onSoundError?: () => void, |}; export type CompactSoundPla...
```suggestion const audioRef = React.useRef<?Audio>(null); ``` No reason to add "mobile" in the name, this is confusing for the reader.
// @flow import * as React from 'react'; import IconButton from '@material-ui/core/IconButton'; import CircularProgress from '@material-ui/core/CircularProgress'; import Play from '../CustomSvgIcons/Play'; import Pause from '../CustomSvgIcons/Pause'; import { useIsMounted } from '../../Utils/UseIsMounted'; type Props...
@@ -0,0 +1,91 @@ +// @flow + +import * as React from 'react'; +import IconButton from '@material-ui/core/IconButton'; +import Play from '../CustomSvgIcons/Play'; +import Pause from '../CustomSvgIcons/Pause'; + +type Props = {| + soundSrc: string | null, + onSoundLoaded?: () => void, + onSoundError?: () => void, +|};...
newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js
20
JavaScript
0.929
suggestion
140
45
45
false
Add audio preview in resources
8,219
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/UI/SoundPlayer/CompactSoundPlayer.js PR Title: Add audio preview in resources BEFORE CODE: // @flow import * as React from 'react'; import IconButton from '@material-ui/core/IconButton'; import Play from '../CustomSvgIcons/Play'; import Pau...
```suggestion const audioRef = React.useRef<?Audio>(null); ``` No reason to add "mobile" in the name, this is confusing for the reader.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
[forceUpdate] ); const scrollToItem = React.useCallback((itemId: string) => { if (treeViewRef.current) { treeViewRef.current.scrollToItemFromId(itemId); } }, []); React.useImperativeHandle(ref, () => ({ forceUpdateList: () => { forceUpdate(); if (treeVie...
```suggestion const itemId = getLayerTreeViewItemId(layer); ```
[forceUpdate] ); const scrollToItem = React.useCallback((itemId: string) => { if (treeViewRef.current) { treeViewRef.current.scrollToItemFromId(itemId); } }, []); React.useImperativeHandle(ref, () => ({ forceUpdateList: () => { forceUpdate(); if (treeVie...
@@ -335,7 +335,15 @@ const LayersList = React.forwardRef<Props, LayersListInterface>( })); const editName = React.useCallback( - (itemId: string) => { + (layerName: string) => { + // Don't allow renaming base layer (empty name) + if (!layerName) return; + + // Find the layer I...
newIDE/app/src/LayersList/index.js
26
JavaScript
0.571
suggestion
71
51
51
false
Avoid crash when renaming with F2 to edit "Base layer"
8,222
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/LayersList/index.js PR Title: Avoid crash when renaming with F2 to edit "Base layer" BEFORE CODE: [forceUpdate] ); const scrollToItem = React.useCallback((itemId: string) => { if (treeViewRef.current) { treeViewR...
```suggestion const itemId = getLayerTreeViewItemId(layer); ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
() => { forceUpdate(); if (treeViewRef.current) treeViewRef.current.forceUpdateList(); }, [forceUpdate] ); const scrollToItem = React.useCallback((itemId: string) => { if (treeViewRef.current) { treeViewRef.current.scrollToItemFromId(itemId); } }, []); ...
While the first comment is ok (it gives an information), this one is just telling exactly what the lines of codes are doing. So the code is already sufficient => remove it. ```suggestion ```
() => { forceUpdate(); if (treeViewRef.current) treeViewRef.current.forceUpdateList(); }, [forceUpdate] ); const scrollToItem = React.useCallback((itemId: string) => { if (treeViewRef.current) { treeViewRef.current.scrollToItemFromId(itemId); } }, []); ...
@@ -335,7 +335,15 @@ const LayersList = React.forwardRef<Props, LayersListInterface>( })); const editName = React.useCallback( - (itemId: string) => { + (layerName: string) => { + // Don't allow renaming base layer (empty name) + if (!layerName) return; + + // Find the layer I...
newIDE/app/src/LayersList/index.js
26
JavaScript
0.786
suggestion
190
51
51
false
Avoid crash when renaming with F2 to edit "Base layer"
8,222
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/LayersList/index.js PR Title: Avoid crash when renaming with F2 to edit "Base layer" BEFORE CODE: () => { forceUpdate(); if (treeViewRef.current) treeViewRef.current.forceUpdateList(); }, [forceUpdate] )...
While the first comment is ok (it gives an information), this one is just telling exactly what the lines of codes are doing. So the code is already sufficient => remove it. ```suggestion ```
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
if (treeViewRef.current) treeViewRef.current.forceUpdateList(); }, [forceUpdate] ); const scrollToItem = React.useCallback((itemId: string) => { if (treeViewRef.current) { treeViewRef.current.scrollToItemFromId(itemId); } }, []); React.useImperativeHandle(ref, (...
Check the type or even the C++ code: the layer will never be null. This is a difference compared to JS libraries (which are indeed often returning null when something does not exist. But we can't do it in C++ converted to JS). To save you from a crash, the C++ will return a "bad layer" (i.e: an empty layer) in case you...
if (treeViewRef.current) treeViewRef.current.forceUpdateList(); }, [forceUpdate] ); const scrollToItem = React.useCallback((itemId: string) => { if (treeViewRef.current) { treeViewRef.current.scrollToItemFromId(itemId); } }, []); React.useImperativeHandle(ref, (...
@@ -335,7 +335,15 @@ const LayersList = React.forwardRef<Props, LayersListInterface>( })); const editName = React.useCallback( - (itemId: string) => { + (layerName: string) => { + // Don't allow renaming base layer (empty name) + if (!layerName) return; + + // Find the layer I...
newIDE/app/src/LayersList/index.js
26
JavaScript
0.929
bug
516
51
51
false
Avoid crash when renaming with F2 to edit "Base layer"
8,222
4ian/GDevelop
10,154
JavaScript
4ian
Bouh
Review this pull request change. Language: JavaScript File: newIDE/app/src/LayersList/index.js PR Title: Avoid crash when renaming with F2 to edit "Base layer" BEFORE CODE: if (treeViewRef.current) treeViewRef.current.forceUpdateList(); }, [forceUpdate] ); const scrollToItem = React.use...
Check the type or even the C++ code: the layer will never be null. This is a difference compared to JS libraries (which are indeed often returning null when something does not exist. But we can't do it in C++ converted to JS). To save you from a crash, the C++ will return a "bad layer" (i.e: an empty layer) in case you...
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
const spineResourceName = spineConfiguration.getSpineResourceName(); if (!spineResourceName) { setSkinNames([]); return; } let cancelled = false; (async () => { const spineData = await PixiResourcesLoader.getSpineData( project, ...
Can you enter a comment explaining what is not listed and why this is not a problem?
const spineResourceName = spineConfiguration.getSpineResourceName(); if (!spineResourceName) { setSkinNames([]); return; } let cancelled = false; (async () => { const spineData = await PixiResourcesLoader.getSpineData( project, ...
@@ -0,0 +1,144 @@ +// @flow +import * as React from 'react'; +import { t } from '@lingui/macro'; +import GenericExpressionField from './GenericExpressionField'; +import { + type ParameterFieldProps, + type ParameterFieldInterface, + type FieldFocusFunction, +} from './ParameterFieldCommons'; +import { getLastObjectP...
newIDE/app/src/EventsSheet/ParameterFields/ObjectSkinNameField.js
26
JavaScript
0.214
question
84
51
51
false
feat: Add support for skin management in Spine objects
8,229
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: JavaScript File: newIDE/app/src/EventsSheet/ParameterFields/ObjectSkinNameField.js PR Title: feat: Add support for skin management in Spine objects BEFORE CODE: const spineResourceName = spineConfiguration.getSpineResourceName(); if (!spineResourceName) { ...
Can you enter a comment explaining what is not listed and why this is not a problem?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
setSpineData(spineData); if (spineData.skeleton) { setSourceSelectOptions( spineData.skeleton.animations.map(animation => ( <SelectOption key={animation.name} value={animation.name} label={animation.name} ...
Nitpicking, but I find it weird to list like this the functions/variables using @. This looks like JSDoc but isn't and is not standard. It seems rather that you're trying to group things together (which is a great idea!) and in this case a custom hook "useSpineSkin" might do the trick (I'm not 100% sure a hook is real...
setSpineData(spineData); if (spineData.skeleton) { setSourceSelectOptions( spineData.skeleton.animations.map(animation => ( <SelectOption key={animation.name} value={animation.name} label={animation.name} ...
@@ -139,6 +139,49 @@ const SpineEditor = ({ [project, spineResourceName, setSourceSelectOptions] ); + /** + * Manage Spine skins + * + * @skinsSelectOptionsList - evaluated skins list from spineData.skeleton + * @skinName - current used skinName (in the first open - is "" empty string, because the ne...
newIDE/app/src/ObjectEditor/Editors/SpineEditor.js
26
JavaScript
0.5
nitpick
438
51
51
false
feat: Add support for skin management in Spine objects
8,229
4ian/GDevelop
10,154
JavaScript
4ian
ViktorVovk
Review this pull request change. Language: JavaScript File: newIDE/app/src/ObjectEditor/Editors/SpineEditor.js PR Title: feat: Add support for skin management in Spine objects BEFORE CODE: setSpineData(spineData); if (spineData.skeleton) { setSourceSelectOptions( spineData.sk...
Nitpicking, but I find it weird to list like this the functions/variables using @. This looks like JSDoc but isn't and is not standard. It seems rather that you're trying to group things together (which is a great idea!) and in this case a custom hook "useSpineSkin" might do the trick (I'm not 100% sure a hook is real...
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} // Stop any existing server for this window if (existingServer && existingServer.serverInstance) { existingServer.serverInstance.shutdown().catch(() => { // Ignore shutdown errors }); } getAvailablePort(2929, 4000).then( port => { const serverParams = { ...
Out of caution, can you add a try catch around this so that if URL throws it still works (url will be unchanged)?
} // Stop any existing server for this window if (existingServer && existingServer.serverInstance) { existingServer.serverInstance.shutdown().catch(() => { // Ignore shutdown errors }); } getAvailablePort(2929, 4000).then( port => { const serverParams = { ...
@@ -38,6 +38,17 @@ module.exports = { // be used - and the user can still reload manually on its browser. watch: [], middleware: [ + // Handle requests with query parameters by serving index.html + // This ensures URLs like http://localhost:2929/?i=123 work correct...
newIDE/electron-app/app/ServeFolder.js
26
JavaScript
0.429
question
113
51
51
false
Fix url params not handled when doinga preview over network
8,285
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/electron-app/app/ServeFolder.js PR Title: Fix url params not handled when doinga preview over network BEFORE CODE: } // Stop any existing server for this window if (existingServer && existingServer.serverInstance) { existingServer...
Out of caution, can you add a try catch around this so that if URL throws it still works (url will be unchanged)?
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// Initialize keyboard shortcuts as empty. // onDelete callback is set outside because it deletes the selected // item (that is a props). As it is stored in a ref, the keyboard shortcut // instance does not update with selectedItems changes. const keyboardShortcutsRef = React.useRef<KeyboardShortcu...
It may be safer to keep the base layer check where is was initially.
? createLayerItem(selectedLayer) : null; return selectedItem ? [selectedItem] : []; }, [createLayerItem, selectedLayer] ); // Initialize keyboard shortcuts as empty. // onDelete callback is set outside because it deletes the selected // item (that is a props). As...
@@ -575,13 +568,18 @@ const LayersList = React.forwardRef<Props, LayersListInterface>( } }); keyboardShortcutsRef.current.setShortcutCallback('onRename', () => { - if (selectedItems.length > 0) { + // Don't allow renaming base layer (empty name) + if (...
newIDE/app/src/LayersList/index.js
26
JavaScript
0.214
suggestion
68
51
51
false
Fix being able to rename a layer with shortcut
8,309
4ian/GDevelop
10,154
JavaScript
D8H
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/LayersList/index.js PR Title: Fix being able to rename a layer with shortcut BEFORE CODE: // Initialize keyboard shortcuts as empty. // onDelete callback is set outside because it deletes the selected // item (that is a props). ...
It may be safer to keep the base layer check where is was initially.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
}; } if (objectType === 'PanelSpriteObject::PanelSprite') { const config = gd.asPanelSpriteConfiguration(objectConfiguration); const width = config.getWidth(); const height = config.getHeight(); return { size: `${width}x${height}`, origin: '0;0', center: `${width / 2};${height...
@codex This origin is false because it depends on min/max X/Y/Z (for example if minX = -10, the origin is actually at 10) Can you also adapt this for 3D objects (IsRenderedIn3D)? And adapt the tests to add a test case with a non 0;0 origin and another test case for 3D events based objects
}; } if (objectType === 'PanelSpriteObject::PanelSprite') { const config = gd.asPanelSpriteConfiguration(objectConfiguration); const width = config.getWidth(); const height = config.getHeight(); return { size: `${width}x${height}`, origin: '0;0', center: `${width / 2};${height...
@@ -0,0 +1,96 @@ +// @flow +import { type AssetShortHeader } from '../Utils/GDevelopServices/Asset'; + +const gd: libGDevelop = global.gd; + +/** + * Returns size, origin and center for an asset short header. + * Returns null for object types where this information cannot be determined statically. + */ +export const ge...
newIDE/app/src/EditorFunctions/Utils.js
26
JavaScript
0.5
suggestion
290
33
42
false
Improve details of center/origin when a common object is created by the AI
8,322
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/EditorFunctions/Utils.js PR Title: Improve details of center/origin when a common object is created by the AI BEFORE CODE: }; } if (objectType === 'PanelSpriteObject::PanelSprite') { const config = gd.asPanelSpriteConfiguration(...
@codex This origin is false because it depends on min/max X/Y/Z (for example if minX = -10, the origin is actually at 10) Can you also adapt this for 3D objects (IsRenderedIn3D)? And adapt the tests to add a test case with a non 0;0 origin and another test case for 3D events based objects
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
object.setUnscaledWidthAndHeight(100, 100); object.setCustomWidthAndHeight(10, 10); runtimeScene.addObject(object); return object; }; describe('(anchor horizontal edge)', function () { ['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => { it(`anchors the ${objectEdge} edge of ob...
No issues found.
object.setUnscaledWidthAndHeight(100, 100); object.setCustomWidthAndHeight(10, 10); runtimeScene.addObject(object); return object; }; describe('(anchor horizontal edge)', function () { ['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => { it(`anchors the ${objectEdge} edge of ob...
@@ -70,6 +70,50 @@ describe('gdjs.AnchorRuntimeBehavior', function () { return object; } + const createSpriteWithOriginAtCenter = (behaviorProperties) => { + const object = new gdjs.TestSpriteRuntimeObject(runtimeScene, { + name: 'obj1', + type: '', + behaviors: [ + { + name...
Extensions/AnchorBehavior/tests/anchorruntimebehavior.spec.js
0
JavaScript
1
none
16
51
51
true
Fix anchor behavior when objects has custom origin
6,970
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: JavaScript File: Extensions/AnchorBehavior/tests/anchorruntimebehavior.spec.js PR Title: Fix anchor behavior when objects has custom origin BEFORE CODE: object.setUnscaledWidthAndHeight(100, 100); object.setCustomWidthAndHeight(10, 10); runtimeScene.addObject(o...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
* \brief Return true if the type of the parameter is a number. * \note If you had a new type of parameter, also add it in the IDE ( * see EventsFunctionParametersEditor, ParameterRenderingService * and ExpressionAutocompletion) and in the EventsCodeGenerator. */ bool IsVariable() const { return gd:...
No issues found.
* \brief Return true if the type of the parameter is a number. * \note If you had a new type of parameter, also add it in the IDE ( * see EventsFunctionParametersEditor, ParameterRenderingService * and ExpressionAutocompletion) and in the EventsCodeGenerator. */ bool IsVariable() const { return gd:...
@@ -111,21 +111,21 @@ class GD_CORE_API ValueTypeMetadata { * given type. */ bool IsNumber() const { - return gd::ValueTypeMetadata::IsTypeExpression("number", name); + return gd::ValueTypeMetadata::IsTypeValue("number", name); } /** * \brief Return true if the type is a string. */ b...
Core/GDCore/Extensions/Metadata/ValueTypeMetadata.h
0
C/C++
1
none
16
51
51
true
Fix mouse and key parameters for event-functions
7,052
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: C/C++ File: Core/GDCore/Extensions/Metadata/ValueTypeMetadata.h PR Title: Fix mouse and key parameters for event-functions BEFORE CODE: * \brief Return true if the type of the parameter is a number. * \note If you had a new type of parameter, also add it in the IDE (...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
++i) // Some conditions already have a "conditionInverted" parameter { if (instrInfos.parameters.GetParameter(i).GetType() == "conditionInverted") conditionAlreadyTakeCareOfInversion = true; } if (!conditionAlreadyTakeCareOfInversion && conditionInverted) predicate = GenerateNegatedPredicate...
No issues found.
++i) // Some conditions already have a "conditionInverted" parameter { if (instrInfos.parameters.GetParameter(i).GetType() == "conditionInverted") conditionAlreadyTakeCareOfInversion = true; } if (!conditionAlreadyTakeCareOfInversion && conditionInverted) predicate = GenerateNegatedPredicate...
@@ -204,7 +204,9 @@ gd::String EventsCodeGenerator::GenerateBehaviorEventsFunctionCode( gd::String fullPreludeCode = preludeCode + "\n" + "var that = this;\n" + // runtimeScene is supposed to be always accessible, read - // it from the behavior + // it from the behavior. + // TODO: this ...
GDJS/GDJS/Events/CodeGeneration/EventsCodeGenerator.cpp
0
C++
1
none
16
51
51
true
Fix wait action in custom objects
7,056
4ian/GDevelop
10,154
JavaScript
4ian
Review this pull request change. Language: C++ File: GDJS/GDJS/Events/CodeGeneration/EventsCodeGenerator.cpp PR Title: Fix wait action in custom objects BEFORE CODE: ++i) // Some conditions already have a "conditionInverted" parameter { if (instrInfos.parameters.GetParameter(i).GetType() == "condition...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
_("the mouse cursor Y position"), "", "res/conditions/mouse24.png") .AddCodeOnlyParameter("currentScene", "") .UseStandardParameters("number", ParameterOptions::MakeNewOptions()) .AddParameter("layer", _...
No issues found.
_("the mouse cursor Y position"), "", "res/conditions/mouse24.png") .AddCodeOnlyParameter("currentScene", "") .UseStandardParameters("number", ParameterOptions::MakeNewOptions()) .AddParameter("layer", _...
@@ -338,6 +338,7 @@ void GD_CORE_API BuiltinExtensionsImplementer::ImplementsMouseExtension( .AddParameter("expression", _("Camera number (default : 0)"), "", true) .SetDefaultValue("0"); + // Deprecated extension .AddCondition( "PopStartedTouch", @@ -354,6 +355,7 @@ void GD_CORE_A...
Core/GDCore/Extensions/Builtin/MouseExtension.cpp
0
C++
1
none
16
51
51
true
Add tutorial bubbles on actions replacing deprecated ones
7,077
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: C++ File: Core/GDCore/Extensions/Builtin/MouseExtension.cpp PR Title: Add tutorial bubbles on actions replacing deprecated ones BEFORE CODE: _("the mouse cursor Y position"), "", ...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
if (addInstancesInTheForeground) { if ( addedInstancesLowestZOrder === null || addedInstancesLowestZOrder > instance.getZOrder() ) { addedInstancesLowestZOrder = instance.getZOrder(); } } const newInstance = this._instances ...
No issues found.
if (addInstancesInTheForeground) { if ( addedInstancesLowestZOrder === null || addedInstancesLowestZOrder > instance.getZOrder() ) { addedInstancesLowestZOrder = instance.getZOrder(); } } const newInstance = this._instances ...
@@ -58,45 +58,53 @@ export default class InstancesAdder { serializedInstances, preventSnapToGrid = false, addInstancesInTheForeground = false, + doesObjectExistInContext, }: {| position: [number, number], copyReferential: [number, number], serializedInstances: Array<Object>, pre...
newIDE/app/src/InstancesEditor/InstancesAdder.js
0
JavaScript
1
none
16
51
51
true
Fix instances paste from a scene to another
7,105
4ian/GDevelop
10,154
JavaScript
AlexandreSi
Review this pull request change. Language: JavaScript File: newIDE/app/src/InstancesEditor/InstancesAdder.js PR Title: Fix instances paste from a scene to another BEFORE CODE: if (addInstancesInTheForeground) { if ( addedInstancesLowestZOrder === null || addedInstancesLowes...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
// @flow import * as React from 'react'; export const useDoNowOrAfterRender = <T>(ref: {| current: T, |}): (((T) => void) => void) => { const [ shouldTriggerAfterRender, setShouldTriggerAfterRender, ] = React.useState<null | (T => void)>(null); const doNowOrAfterRender = React.useCallback( (callba...
No issues found.
// @flow import * as React from 'react'; export const useDoNowOrAfterRender = <T>(ref: {| current: T, |}): (((T) => void) => void) => { const [ shouldTriggerAfterRender, setShouldTriggerAfterRender, ] = React.useState<null | (T => void)>(null); const doNowOrAfterRender = React.useCallback( (callba...
@@ -0,0 +1,34 @@ +// @flow +import * as React from 'react'; + +export const useDoNowOrAfterRender = <T>(ref: {| + current: T, +|}): (((T) => void) => void) => { + const [ + shouldTriggerAfterRender, + setShouldTriggerAfterRender, + ] = React.useState<null | (T => void)>(null); + + const doNowOrAfterRender = R...
newIDE/app/src/Utils/UseDoNowOrAfterRender.js
0
JavaScript
1
none
16
35
35
true
Fix adding an object from context menu when the Objects panel is closed
7,107
4ian/GDevelop
10,154
JavaScript
4ian
Review this pull request change. Language: JavaScript File: newIDE/app/src/Utils/UseDoNowOrAfterRender.js PR Title: Fix adding an object from context menu when the Objects panel is closed BEFORE CODE: // @flow import * as React from 'react'; export const useDoNowOrAfterRender = <T>(ref: {| current: T, |}): (((T)...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
); setGame(updatedGame); } setBuildOrGameUrl( game ? getGameUrl(game) : build ? getBuildArtifactUrl(build, 's3Key') : '' ); setExportState('succeeded'); } catch (err) { console.error('Unable to u...
No issues found.
); setGame(updatedGame); } setBuildOrGameUrl( game ? getGameUrl(game) : build ? getBuildArtifactUrl(build, 's3Key') : '' ); setExportState('succeeded'); } catch (err) { console.error('Unable to u...
@@ -10,6 +10,10 @@ import { I18n } from '@lingui/react'; import { type Exporter } from '../ExportAndShare/ShareDialog'; import Text from '../UI/Text'; import { type Limits } from '../Utils/GDevelopServices/Usage'; +import { + getBuildArtifactUrl, + type Build, +} from '../Utils/GDevelopServices/Build'; import { t...
newIDE/app/src/QuickCustomization/QuickPublish.js
0
JavaScript
1
none
16
51
51
true
Fix issues when reworking a quick customization project
7,109
4ian/GDevelop
10,154
JavaScript
4ian
Review this pull request change. Language: JavaScript File: newIDE/app/src/QuickCustomization/QuickPublish.js PR Title: Fix issues when reworking a quick customization project BEFORE CODE: ); setGame(updatedGame); } setBuildOrGameUrl( game ? getGameUrl(game...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
buildMenuTemplate(i18n: I18nType, index: number) { const { globalObjectsContainer, objectsContainer, expandFolders, addFolder, onAddNewObject, onMovedObjectFolderOrObjectToAnotherFolderInSameContainer, forceUpdate, } = this.props; const container = this._isGlobal...
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buildMenuTemplate(i18n: I18nType, index: number) { const { globalObjectsContainer, objectsContainer, expandFolders, addFolder, onAddNewObject, onMovedObjectFolderOrObjectToAnotherFolderInSameContainer, forceUpdate, } = this.props; const container = this._isGlobal...
@@ -20,6 +20,24 @@ import { type MessageDescriptor } from '../Utils/i18n/MessageDescriptor.flow'; import type { ObjectWithContext } from '../ObjectsList/EnumerateObjects'; import { type HTMLDataset } from '../Utils/HTMLDataset'; +export const expandAllSubfolders = ( + objectFolder: gdObjectFolderOrObject, + isGlo...
newIDE/app/src/ObjectsList/ObjectFolderTreeViewItemContent.js
0
JavaScript
1
none
16
51
51
true
Replace the "add folder" button by a drop-down menu action
7,117
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/ObjectsList/ObjectFolderTreeViewItemContent.js PR Title: Replace the "add folder" button by a drop-down menu action BEFORE CODE: buildMenuTemplate(i18n: I18nType, index: number) { const { globalObjectsContainer, objectsCont...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
asset: {}, userData: {}, //@ts-ignore parser: null, }; } } getResourceKinds(): ResourceKind[] { return resourceKinds; } async processResource(resourceName: string): Promise<void> { const resource = this._resourceLoader.getResource(resou...
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asset: {}, userData: {}, //@ts-ignore parser: null, }; } } getResourceKinds(): ResourceKind[] { return resourceKinds; } async processResource(resourceName: string): Promise<void> { const resource = this._resourceLoader.getResource(resou...
@@ -143,5 +143,25 @@ namespace gdjs { this._loadedThreeModels.getFromName(resourceName) || this._invalidModel ); } + + /** + * To be called when the game is disposed. + * Clear the models, resources loaded and destroy 3D models loaders in this manager. + */ + dispose(): void { + ...
GDJS/Runtime/Model3DManager.ts
0
TypeScript
1
none
16
51
51
true
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
danvervlad
Review this pull request change. Language: TypeScript File: GDJS/Runtime/Model3DManager.ts PR Title: Add dispose method to Runtimegame BEFORE CODE: asset: {}, userData: {}, //@ts-ignore parser: null, }; } } getResourceKinds(): ResourceKind[] { ret...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
&eventsFunctionsExtension.GetGlobalVariables(), &eventsFunctionsExtension.GetSceneVariables(), PropertiesContainersList::MakeNewEmptyPropertiesContainersList()); projectScopedContainers.AddParameters( eventsFunction.GetParametersForEvents(eventsFunctionsExtension)); return projectScopedCon...
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&eventsFunctionsExtension.GetGlobalVariables(), &eventsFunctionsExtension.GetSceneVariables(), PropertiesContainersList::MakeNewEmptyPropertiesContainersList()); projectScopedContainers.AddParameters( eventsFunction.GetParametersForEvents(eventsFunctionsExtension)); return projectScopedCon...
@@ -4,12 +4,55 @@ #include "GDCore/Project/EventsFunctionsExtension.h" #include "GDCore/Project/EventsBasedBehavior.h" #include "GDCore/Project/EventsBasedObject.h" +#include "GDCore/Project/Layout.h" #include "GDCore/Project/ObjectsContainer.h" +#include "GDCore/Project/Project.h" #include "GDCore/Events/Event.h"...
Core/GDCore/Project/ProjectScopedContainers.cpp
0
C++
1
none
16
51
51
true
Allow legacy scene variable parameters to use extension variables
7,121
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: C++ File: Core/GDCore/Project/ProjectScopedContainers.cpp PR Title: Allow legacy scene variable parameters to use extension variables BEFORE CODE: &eventsFunctionsExtension.GetGlobalVariables(), &eventsFunctionsExtension.GetSceneVariables(), PropertiesCon...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
#include "GDCore/Project/Project.h" #include "GDCore/Project/PropertyDescriptor.h" #include "GDCore/String.h" namespace gd { void LeaderboardIdRenamer::DoVisitObject(gd::Object &object) { for (auto &pair : object.GetConfiguration().GetProperties()) { auto &propertyName = pair.first; auto &property = pair.se...
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#include "GDCore/Project/Project.h" #include "GDCore/Project/PropertyDescriptor.h" #include "GDCore/String.h" namespace gd { void LeaderboardIdRenamer::DoVisitObject(gd::Object &object) { for (auto &pair : object.GetConfiguration().GetProperties()) { auto &propertyName = pair.first; auto &property = pair.se...
@@ -1,8 +1,19 @@ #include "LeaderboardIdRenamer.h" +#include <map> +#include <memory> +#include <vector> + +#include "GDCore/Events/Event.h" +#include "GDCore/Events/EventsList.h" +#include "GDCore/Extensions/Metadata/InstructionMetadata.h" +#include "GDCore/Extensions/Metadata/MetadataProvider.h" #include "GDCore/...
Core/GDCore/IDE/Events/LeaderboardIdRenamer.cpp
0
C++
1
none
16
51
51
true
Fix leaderboards not properly replaced in projects using them in custom objects
7,131
4ian/GDevelop
10,154
JavaScript
4ian
Review this pull request change. Language: C++ File: Core/GDCore/IDE/Events/LeaderboardIdRenamer.cpp PR Title: Fix leaderboards not properly replaced in projects using them in custom objects BEFORE CODE: #include "GDCore/Project/Project.h" #include "GDCore/Project/PropertyDescriptor.h" #include "GDCore/String.h" n...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
if (this.dialogueData.select) { this.selectedOption -= 1; this.selectedOption = gdjs.dialogueTree._cycledOptionIndex( this.selectedOption ); this.selectedOptionUpdated = true; } }; /** * Select option by index during Options type line parsing. * @param optionIndex The ...
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if (this.dialogueData.select) { this.selectedOption -= 1; this.selectedOption = gdjs.dialogueTree._cycledOptionIndex( this.selectedOption ); this.selectedOptionUpdated = true; } }; /** * Select option by index during Options type line parsing. * @param optionIndex The ...
@@ -422,8 +422,9 @@ namespace gdjs { return; } if (this.dialogueData.select) { - this.selectedOption = - gdjs.dialogueTree._normalizedOptionIndex(optionIndex); + this.selectedOption = gdjs.dialogueTree._normalizedOptionIndex( + optionIndex + ); this.selectedOptionUpd...
Extensions/DialogueTree/dialoguetools.ts
0
TypeScript
1
none
16
51
51
true
[Physics2] Fix a memory leak on object instances
7,136
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: TypeScript File: Extensions/DialogueTree/dialoguetools.ts PR Title: [Physics2] Fix a memory leak on object instances BEFORE CODE: if (this.dialogueData.select) { this.selectedOption -= 1; this.selectedOption = gdjs.dialogueTree._cycledOptionIndex( t...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
return loginProvider .loginOrSignupWithProvider({ provider, signal }) .then(userCredentials => { // The user is now stored in `this.auth`. }) .catch(error => { if (error.name !== userCancellationErrorName) { console.error('Error while login with provider:', error); ...
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return loginProvider .loginOrSignupWithProvider({ provider, signal }) .then(userCredentials => { // The user is now stored in `this.auth`. }) .catch(error => { if (error.name !== userCancellationErrorName) { console.error('Error while login with provider:', error); ...
@@ -16,6 +16,7 @@ import { GDevelopFirebaseConfig, GDevelopUserApi } from './ApiConfigs'; import type { LoginProvider } from '../../LoginProvider'; import { showErrorBox } from '../../UI/Messages/MessageBox'; import { type CommunityLinks, type UserSurvey } from './User'; +import { userCancellationErrorName } from '....
newIDE/app/src/Utils/GDevelopServices/Authentication.js
0
JavaScript
1
none
16
51
51
true
Fix infinite loading when canceling login with provider
7,138
4ian/GDevelop
10,154
JavaScript
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/Utils/GDevelopServices/Authentication.js PR Title: Fix infinite loading when canceling login with provider BEFORE CODE: return loginProvider .loginOrSignupWithProvider({ provider, signal }) .then(userCredentials => { ...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
onParametersUpdated(); } ); } }, [ eventsBasedBehavior, eventsBasedObject, eventsFunction, forceUpdate, onMoveBehaviorEventsParameter, onMoveFreeEventsParameter, onMoveObjectEventsParameter, onParametersUpdated, ] );...
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onParametersUpdated(); } ); } }, [ eventsBasedBehavior, eventsBasedObject, eventsFunction, forceUpdate, onMoveBehaviorEventsParameter, onMoveFreeEventsParameter, onMoveObjectEventsParameter, onParametersUpdated, ] );...
@@ -39,6 +39,7 @@ import ResponsiveFlatButton from '../../UI/ResponsiveFlatButton'; import { EmptyPlaceholder } from '../../UI/EmptyPlaceholder'; import useAlertDialog from '../../UI/Alert/useAlertDialog'; import Text from '../../UI/Text'; +import { ProjectScopedContainersAccessor } from '../../InstructionOrExpressi...
newIDE/app/src/EventsFunctionsExtensionEditor/EventsFunctionConfigurationEditor/EventsFunctionParametersEditor.js
0
JavaScript
1
none
16
51
51
true
Reduce the risk of name collisions between objects, variables, parameters and properties
7,148
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/EventsFunctionsExtensionEditor/EventsFunctionConfigurationEditor/EventsFunctionParametersEditor.js PR Title: Reduce the risk of name collisions between objects, variables, parameters and properties BEFORE CODE: onParametersUpda...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
}, [] ); const onCaptureFinished = React.useCallback( async (captureOptions: CaptureOptions) => { if (!project) return; const projectId = project.getProjectUuid(); try { const screenshots = captureOptions.screenshots; if (!screenshots) return; const screensho...
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}, [] ); const onCaptureFinished = React.useCallback( async (captureOptions: CaptureOptions) => { if (!project) return; const projectId = project.getProjectUuid(); try { const screenshots = captureOptions.screenshots; if (!screenshots) return; const screensho...
@@ -5,9 +5,23 @@ import { type LaunchCaptureOptions, type CaptureOptions, } from '../ExportAndShare/PreviewLauncher.flow'; -import { createGameResourceSignedUrls } from '../Utils/GDevelopServices/Game'; - -const useCapturesManager = ({ project }: { project: ?gdProject }) => { +import { + createGameResourceSigne...
newIDE/app/src/MainFrame/UseCapturesManager.js
0
JavaScript
1
none
16
51
51
true
Take a screenshot on preview
7,156
4ian/GDevelop
10,154
JavaScript
ClementPasteau
Review this pull request change. Language: JavaScript File: newIDE/app/src/MainFrame/UseCapturesManager.js PR Title: Take a screenshot on preview BEFORE CODE: }, [] ); const onCaptureFinished = React.useCallback( async (captureOptions: CaptureOptions) => { if (!project) return; const pr...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
} return false; } const ResourceFolder& ResourcesManager::GetFolder( const gd::String& name) const { for (std::size_t i = 0; i < folders.size(); ++i) { if (folders[i].GetName() == name) return folders[i]; } return badFolder; } ResourceFolder& ResourcesManager::GetFolder(const gd::Str...
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} return false; } const ResourceFolder& ResourcesManager::GetFolder( const gd::String& name) const { for (std::size_t i = 0; i < folders.size(); ++i) { if (folders[i].GetName() == name) return folders[i]; } return badFolder; } ResourceFolder& ResourcesManager::GetFolder(const gd::Str...
@@ -173,9 +173,6 @@ std::map<gd::String, gd::PropertyDescriptor> ImageResource::GetProperties() properties[_("Smooth the image")] .SetValue(smooth ? "true" : "false") .SetType("Boolean"); - properties[_("Always loaded in memory")] - .SetValue(alwaysLoaded ? "true" : "false") - .SetType(...
Core/GDCore/Project/ResourcesManager.cpp
0
C++
1
none
16
51
51
true
Remove dead code of alwaysLoaded
7,175
4ian/GDevelop
10,154
JavaScript
Bouh
Review this pull request change. Language: C++ File: Core/GDCore/Project/ResourcesManager.cpp PR Title: Remove dead code of alwaysLoaded BEFORE CODE: } return false; } const ResourceFolder& ResourcesManager::GetFolder( const gd::String& name) const { for (std::size_t i = 0; i < folders.size(); ++...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
auto &eventsExtension = SetupProjectWithEventsFunctionExtension(project); gd::WholeProjectRefactorer::MoveEventsFunctionParameter( project, eventsExtension, "MyEventsFunction", 1, 3); for (auto *eventsList : GetEventsLists(project)) { // Check that events function calls in instructions have ...
No issues found.
auto &eventsExtension = SetupProjectWithEventsFunctionExtension(project); gd::WholeProjectRefactorer::MoveEventsFunctionParameter( project, eventsExtension, "MyEventsFunction", 1, 3); for (auto *eventsList : GetEventsLists(project)) { // Check that events function calls in instructions have ...
@@ -91,6 +91,20 @@ CreateInstructionWithNumberParameter(gd::Project &project, return event.GetActions().Insert(instruction); } +const gd::Instruction & +CreateInstructionWithVariableParameter(gd::Project &project, + gd::EventsList &events, + ...
Core/tests/WholeProjectRefactorer.cpp
0
C++
1
none
16
51
51
true
Fix variables from being renamed with a property
7,186
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: C++ File: Core/tests/WholeProjectRefactorer.cpp PR Title: Fix variables from being renamed with a property BEFORE CODE: auto &eventsExtension = SetupProjectWithEventsFunctionExtension(project); gd::WholeProjectRefactorer::MoveEventsFunctionParameter( proje...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
]} /> } > {currentTab === 'properties' && ( <ColumnStackLayout noMargin> {layer.isLightingLayer() ? ( <DismissableAlertMessage kind="info" identifier="lighting-layer-usage" > <Trans> The...
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]} /> } > {currentTab === 'properties' && ( <ColumnStackLayout noMargin> {layer.isLightingLayer() ? ( <DismissableAlertMessage kind="info" identifier="lighting-layer-usage" > <Trans> The...
@@ -21,10 +21,11 @@ import HotReloadPreviewButton, { import HelpButton from '../UI/HelpButton'; import { Tabs } from '../UI/Tabs'; import EffectsList from '../EffectsList'; -import { Spacer } from '../UI/Grid'; +import { Column, Line, Spacer } from '../UI/Grid'; import SemiControlledTextField from '../UI/SemiContro...
newIDE/app/src/LayersList/LayerEditorDialog.js
0
JavaScript
1
none
16
51
51
true
Fix anchor behavior and add option to center layer or keep top-left fixed when resized
7,188
4ian/GDevelop
10,154
JavaScript
4ian
Review this pull request change. Language: JavaScript File: newIDE/app/src/LayersList/LayerEditorDialog.js PR Title: Fix anchor behavior and add option to center layer or keep top-left fixed when resized BEFORE CODE: ]} /> } > {currentTab === 'properties' && ( <ColumnStackL...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
beforeEach(() => { runtimeGame = gdjs.getPixiRuntimeGame(); renderer = runtimeGame.getRenderer(); gameContainer = document.createElement('div'); }); it('should correctly create standard canvas and domElementsContainer', () => { renderer.createStandardCanvas(gameContainer); ...
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beforeEach(() => { runtimeGame = gdjs.getPixiRuntimeGame(); renderer = runtimeGame.getRenderer(); gameContainer = document.createElement('div'); }); it('should correctly create standard canvas and domElementsContainer', () => { renderer.createStandardCanvas(gameContainer); ...
@@ -0,0 +1,59 @@ +describe('gdjs.RuntimeGameRenderer canvas tests', () => { + let runtimeGame; + let renderer; + let gameContainer; + + beforeEach(() => { + runtimeGame = gdjs.getPixiRuntimeGame(); + renderer = runtimeGame.getRenderer(); + gameContainer = document.createElement('div'); ...
GDJS/tests/tests/game-canvas.js
0
JavaScript
1
none
16
51
51
true
Add external canvas usage to RuntimeGamePixiRenderer
7,199
4ian/GDevelop
10,154
JavaScript
danvervlad
Review this pull request change. Language: JavaScript File: GDJS/tests/tests/game-canvas.js PR Title: Add external canvas usage to RuntimeGamePixiRenderer BEFORE CODE: beforeEach(() => { runtimeGame = gdjs.getPixiRuntimeGame(); renderer = runtimeGame.getRenderer(); gameContainer = docu...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
* \brief Return a reference to the layout at position "index" in the layout * list */ Layout& GetLayout(std::size_t index); /** * \brief Return a reference to the layout at position "index" in the layout * list */ const Layout& GetLayout(std::size_t index) const; /** * \brief ...
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* \brief Return a reference to the layout at position "index" in the layout * list */ Layout& GetLayout(std::size_t index); /** * \brief Return a reference to the layout at position "index" in the layout * list */ const Layout& GetLayout(std::size_t index) const; /** * \brief ...
@@ -523,13 +523,7 @@ class GD_CORE_API Project { std::unique_ptr<gd::Object> CreateObject(const gd::String& type, const gd::String& name) const; - /** - * Create an object configuration of the given type. - * - * \param type The type of the object - */ -...
Core/GDCore/Project/Project.h
0
C/C++
1
none
16
51
51
true
Fix default behaviors not added properly to objects in functions
7,206
4ian/GDevelop
10,154
JavaScript
4ian
Review this pull request change. Language: C/C++ File: Core/GDCore/Project/Project.h PR Title: Fix default behaviors not added properly to objects in functions BEFORE CODE: * \brief Return a reference to the layout at position "index" in the layout * list */ Layout& GetLayout(std::size_t index); ...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
}); const projectFilesWithoutGame = allRecentProjectFiles .filter( file => !games.find(game => game.id === file.fileMetadata.gameId) ) .map(file => ({ projectFiles: [file] })); return [...projectFilesWithGame, ...projectFilesWithoutGame]; }, [games, allRecentP...
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}); const projectFilesWithoutGame = allRecentProjectFiles .filter( file => !games.find(game => game.id === file.fileMetadata.gameId) ) .map(file => ({ projectFiles: [file] })); return [...projectFilesWithGame, ...projectFilesWithoutGame]; }, [games, allRecentP...
@@ -395,17 +395,20 @@ const GamesList = ({ searchText ? 250 : 150 ); - // Refresh games to display, depending on a few parameters. - React.useEffect(getDashboardItemsToDisplayDebounced, [ + React.useEffect( getDashboardItemsToDisplayDebounced, - searchText, // search text changes (user input) - ...
newIDE/app/src/GameDashboard/GamesList.js
0
JavaScript
1
none
16
51
51
true
Polishing the new Create tab
7,236
4ian/GDevelop
10,154
JavaScript
AlexandreSi
Review this pull request change. Language: JavaScript File: newIDE/app/src/GameDashboard/GamesList.js PR Title: Polishing the new Create tab BEFORE CODE: }); const projectFilesWithoutGame = allRecentProjectFiles .filter( file => !games.find(game => game.id === file.fileMetadata.gameId)...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
] = React.useState<boolean>( props.displayOptionToGenerateNewProjectUuid ? false : true ); const [error, setError] = React.useState<?string>(null); const onSave = (i18n: I18nType) => { setError(null); if (!name) { setError(i18n._(t`Project name cannot be empty.`)); return; } pro...
No issues found.
] = React.useState<boolean>( props.displayOptionToGenerateNewProjectUuid ? false : true ); const [error, setError] = React.useState<?string>(null); const onSave = (i18n: I18nType) => { setError(null); if (!name) { setError(i18n._(t`Project name cannot be empty.`)); return; } pro...
@@ -0,0 +1,105 @@ +// @flow + +import * as React from 'react'; +import { I18n } from '@lingui/react'; +import { type I18n as I18nType } from '@lingui/core'; +import { Trans, t } from '@lingui/macro'; + +import Dialog, { DialogPrimaryButton } from '../UI/Dialog'; +import FlatButton from '../UI/FlatButton'; +import TextF...
newIDE/app/src/ProjectsStorage/SaveAsOptionsDialog.js
0
JavaScript
1
none
16
51
51
true
When duplicating a project, ask for the new name and if link with game should be kept
7,253
4ian/GDevelop
10,154
JavaScript
AlexandreSi
Review this pull request change. Language: JavaScript File: newIDE/app/src/ProjectsStorage/SaveAsOptionsDialog.js PR Title: When duplicating a project, ask for the new name and if link with game should be kept BEFORE CODE: ] = React.useState<boolean>( props.displayOptionToGenerateNewProjectUuid ? false : true...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
); const renderLastModification = (i18n: I18nType) => projectFileMetadataAndStorageProviderName ? ( <LastModificationInfo file={projectFileMetadataAndStorageProviderName} lastModifiedInfo={lastModifiedInfo} storageProvider={itemStorageProvider} authenticatedUser={authentic...
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); const renderLastModification = (i18n: I18nType) => projectFileMetadataAndStorageProviderName ? ( <LastModificationInfo file={projectFileMetadataAndStorageProviderName} lastModifiedInfo={lastModifiedInfo} storageProvider={itemStorageProvider} authenticatedUser={authentic...
@@ -417,18 +417,16 @@ const GameDashboardCard = ({ const actions = []; if (projectsList.length > 1) { actions.push( - ...[ - ...projectsList.map(fileMetadataAndStorageProviderName => { - return { - label: getProjectItemLabel( - fileMetadataAndStora...
newIDE/app/src/GameDashboard/GameDashboardCard.js
0
JavaScript
1
none
16
51
51
true
Paginate feedbacks
7,259
4ian/GDevelop
10,154
JavaScript
AlexandreSi
Review this pull request change. Language: JavaScript File: newIDE/app/src/GameDashboard/GameDashboardCard.js PR Title: Paginate feedbacks BEFORE CODE: ); const renderLastModification = (i18n: I18nType) => projectFileMetadataAndStorageProviderName ? ( <LastModificationInfo file={projectFileMe...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
_('Forces & impulses'), 'JsPlatform/Extensions/physics3d.svg', 'JsPlatform/Extensions/physics3d.svg' ) .addParameter('object', _('Object'), '', false) .addParameter('behavior', _('Behavior'), 'Physics3DBehavior') .addParameter('expression', _('Length (N·s or...
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_('Forces & impulses'), 'JsPlatform/Extensions/physics3d.svg', 'JsPlatform/Extensions/physics3d.svg' ) .addParameter('object', _('Object'), '', false) .addParameter('behavior', _('Behavior'), 'Physics3DBehavior') .addParameter('expression', _('Length (N·s or...
@@ -1535,6 +1535,15 @@ module.exports = { return true; } + if (propertyName === 'stairHeightMax') { + const newValueAsNumber = parseFloat(newValue); + if (newValueAsNumber !== newValueAsNumber) return false; + behaviorContent + .getChild('stairHeightMax...
Extensions/Physics3DBehavior/JsExtension.js
0
JavaScript
1
none
16
51
51
true
Add a property to choose the maximum stair height a 3D character can walk
7,265
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: JavaScript File: Extensions/Physics3DBehavior/JsExtension.js PR Title: Add a property to choose the maximum stair height a 3D character can walk BEFORE CODE: _('Forces & impulses'), 'JsPlatform/Extensions/physics3d.svg', 'JsPlatform/Extensions...
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You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
'Unable to read GDJS files for setting up autocompletions:', error ); return; } filenames.forEach(filename => { const fullPath = path.join(folderPath, filename); const isDirectory = fs.lstatSync(fullPath).isDirectory(); if (isDirectory) { ...
No issues found.
'Unable to read GDJS files for setting up autocompletions:', error ); return; } filenames.forEach(filename => { const fullPath = path.join(folderPath, filename); const isDirectory = fs.lstatSync(fullPath).isDirectory(); if (isDirectory) { ...
@@ -4,6 +4,16 @@ import optionalRequire from '../Utils/OptionalRequire'; const fs = optionalRequire('fs'); const path = optionalRequire('path'); +// Avoid conflicts in declaration of PIXI and THREE namespaces. +const excludedFiles = [ + 'global-three.d.ts', + 'global-pixi.d.ts', + 'pixi-particles-pixi-renderer.d...
newIDE/app/src/CodeEditor/LocalCodeEditorAutocompletions.js
0
JavaScript
1
none
16
51
51
true
Add Pixi and Three type definitions for JS events
7,266
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: JavaScript File: newIDE/app/src/CodeEditor/LocalCodeEditorAutocompletions.js PR Title: Add Pixi and Three type definitions for JS events BEFORE CODE: 'Unable to read GDJS files for setting up autocompletions:', error ); return; } ...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
/** * \brief Set the description of the behavior or object, to be displayed in the editor. */ virtual AbstractEventsBasedEntity& SetDescription(const gd::String& description_) { description = description_; return *this; } /** * \brief Get the internal name of the behavior or object. */ c...
No issues found.
/** * \brief Set the description of the behavior or object, to be displayed in the editor. */ virtual AbstractEventsBasedEntity& SetDescription(const gd::String& description_) { description = description_; return *this; } /** * \brief Get the internal name of the behavior or object. */ c...
@@ -3,8 +3,7 @@ * Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights * reserved. This project is released under the MIT License. */ -#ifndef GDCORE_ABSTRACTEVENTSBASEDENTITY_H -#define GDCORE_ABSTRACTEVENTSBASEDENTITY_H +#pragma once #include <vector> #include "GDCore/Project/NamedPropert...
Core/GDCore/Project/AbstractEventsBasedEntity.h
0
C/C++
1
none
16
51
51
true
Allow to make custom objects private to an extension
7,275
4ian/GDevelop
10,154
JavaScript
D8H
Review this pull request change. Language: C/C++ File: Core/GDCore/Project/AbstractEventsBasedEntity.h PR Title: Allow to make custom objects private to an extension BEFORE CODE: /** * \brief Set the description of the behavior or object, to be displayed in the editor. */ virtual AbstractEventsBasedEntit...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.
project, objectsContainer: targetObjectsContainer, targetObjectFolderOrObject: targetObjectFolderOrObjectWithContext && !targetObjectFolderOrObjectWithContext.global ? targetObjectFolderOrObjectWithContext.objectFolderOrObject ...
No issues found.
project, objectsContainer: targetObjectsContainer, targetObjectFolderOrObject: targetObjectFolderOrObjectWithContext && !targetObjectFolderOrObjectWithContext.global ? targetObjectFolderOrObjectWithContext.objectFolderOrObject ...
@@ -35,6 +35,7 @@ import { useFetchAssets, } from './NewObjectDialog'; import { type InstallAssetOutput } from './InstallAsset'; +import { type ObjectFolderOrObjectWithContext } from '../ObjectsList/EnumerateObjectFolderOrObject'; // We limit the number of assets that can be installed at once to avoid // timeo...
newIDE/app/src/AssetStore/AssetPackInstallDialog.js
0
JavaScript
1
none
16
51
51
true
Add objects installed from the asset store in selected folder
7,287
4ian/GDevelop
10,154
JavaScript
AlexandreSi
Review this pull request change. Language: JavaScript File: newIDE/app/src/AssetStore/AssetPackInstallDialog.js PR Title: Add objects installed from the asset store in selected folder BEFORE CODE: project, objectsContainer: targetObjectsContainer, targetObjectFolderOrObject...
No issues found.
You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate.