Dataset Viewer
Auto-converted to Parquet Duplicate
before_code
stringlengths
14
465k
reviewer_comment
stringlengths
16
64.5k
after_code
stringlengths
9
467k
diff_context
stringlengths
0
97k
file_path
stringlengths
5
226
comment_line
int32
0
26
language
stringclasses
37 values
quality_score
float32
0.07
1
comment_type
stringclasses
9 values
comment_length
int32
16
64.5k
before_lines
int32
1
17.2k
after_lines
int32
1
12.1k
is_negative
bool
2 classes
pr_title
stringlengths
1
308
pr_number
int32
1
299k
repo_name
stringclasses
533 values
repo_stars
int64
321
419k
repo_language
stringclasses
27 values
reviewer_username
stringlengths
0
39
author_username
stringlengths
2
39
this.owner.setHeight(bottom - top); } if (this._leftEdgeAnchor !== HorizontalAnchor.None) { this.owner.setX( left + this.owner.getX() - this.owner.getDrawableX() ); } if (this._topEdgeAnchor !== VerticalAnchor.None) { ...
Should we had `if (this.owner.getX() === this.owner.getDrawableX())` to avoid extra computations 90% of the time at the cost of the `if`?
this.owner.setHeight(bottom - top); } if (this._leftEdgeAnchor !== HorizontalAnchor.None) { this.owner.setX( left + this.owner.getX() - this.owner.getDrawableX() ); } if (this._topEdgeAnchor !== VerticalAnchor.None) { ...
@@ -270,8 +270,13 @@ namespace gdjs { this._rightEdgeAnchor !== HorizontalAnchor.None && this._leftEdgeAnchor !== HorizontalAnchor.None ) { - this.owner.setWidth(right - left); - this.owner.setX(left); + const width = right - left; + this....
Extensions/AnchorBehavior/anchorruntimebehavior.ts
26
TypeScript
0.571
question
137
51
51
false
Fix anchor behavior when objects has custom origin
6,970
4ian/GDevelop
10,154
JavaScript
D8H
D8H
} setCustomCenter(customCenterX, customCenterY) { this._customCenterX = customCenterX; this._customCenterY = customCenterY; this.invalidateHitboxes(); } getRendererObject() { return null; } getWidth() { return this._customWidth; } getHeight() { return this._customHeight; } ...
```suggestion this._customHeight = height; ```
} setCustomCenter(customCenterX, customCenterY) { this._customCenterX = customCenterX; this._customCenterY = customCenterY; this.invalidateHitboxes(); } getRendererObject() { return null; } getWidth() { return this._customWidth; } getHeight() { return this._customHeight; } ...
@@ -62,6 +62,14 @@ return this._customHeight; } + setWidth(width) { + this._customWidth = width; + } + + setHeight(height) { + return this._customHeight = height;
GDJS/tests/tests/Extensions/testspriteruntimeobject.js
26
JavaScript
0.571
suggestion
51
41
41
false
Fix anchor behavior when objects has custom origin
6,970
4ian/GDevelop
10,154
JavaScript
4ian
D8H
* sub-expression that a given node represents. */ static const gd::String GetType(const gd::Platform &platform, const gd::ProjectScopedContainers &projectScopedContainers, const gd::String &rootType, gd::ExpressionNode& node) { gd::Expression...
This doesn't change anything. It's just to navigate more easily without going through deprecated functions.
* sub-expression that a given node represents. */ static const gd::String GetType(const gd::Platform &platform, const gd::ProjectScopedContainers &projectScopedContainers, const gd::String &rootType, gd::ExpressionNode& node) { gd::Expression...
@@ -72,7 +72,7 @@ class GD_CORE_API ExpressionTypeFinder : public ExpressionParser2NodeWorker { child(nullptr) {}; const gd::String &GetType() { - return gd::ParameterMetadata::GetExpressionValueType(type); + return gd::ValueTypeMetadata::GetExpressionPrimitiveValueType(type);
Core/GDCore/IDE/Events/ExpressionTypeFinder.h
26
C/C++
0.429
suggestion
107
51
51
false
Fix mouse and key parameters for event-functions
7,052
4ian/GDevelop
10,154
JavaScript
D8H
D8H
case 'RotateCamera': case 'ZoomCamera': case 'FixCamera': case 'CentreCamera': return ['smooth-camera-movement']; case 'ChangeTimeScale': return ['pause-menu']; case 'EcrireFichierExp': case 'EcrireFichierTxt': case 'LireFichierExp': case 'LireFichierTxt': case 'ReadN...
```suggestion return ['intermediate-toggle-states-with-variable']; ```
case 'RotateCamera': case 'ZoomCamera': case 'FixCamera': case 'CentreCamera': return ['smooth-camera-movement']; case 'ChangeTimeScale': return ['pause-menu']; case 'EcrireFichierExp': case 'EcrireFichierTxt': case 'LireFichierExp': case 'LireFichierTxt': case 'ReadN...
@@ -124,6 +126,8 @@ export const getInstructionTutorialIds = (type: string): Array<string> => { case 'ToggleObjectVariableAsBoolean': case 'ToggleGlobalVariableAsBoolean': case 'ToggleSceneVariableAsBoolean': + case 'SetBooleanObjectVariable': + case 'SetBooleanVariable': return ['iIntermedi...
newIDE/app/src/Utils/GDevelopServices/Tutorial.js
26
JavaScript
0.571
suggestion
78
49
49
false
Add tutorial bubbles on actions replacing deprecated ones
7,077
4ian/GDevelop
10,154
JavaScript
AlexandreSi
D8H
// @flow export default function getObjectByName( globalObjectsContainer: gdObjectsContainer | null, objectsContainer?: ?gdObjectsContainer, objectName: string ): ?gdObject { if (objectsContainer && objectsContainer.hasObjectNamed(objectName)) return objectsContainer.getObject(objectName); else if ( ...
`ObjectsContainersList` should be used instead. You can pass a `ProjectScopedContainersAccessor` to your component.
// @flow export default function getObjectByName( globalObjectsContainer: gdObjectsContainer | null, objectsContainer?: ?gdObjectsContainer, objectName: string ): ?gdObject { if (objectsContainer && objectsContainer.hasObjectNamed(objectName)) return objectsContainer.getObject(objectName); else if ( ...
@@ -15,3 +15,18 @@ export default function getObjectByName( return null; } + +export const hasObjectWithName = ( + globalObjectsContainer: gdObjectsContainer | null, + objectsContainer?: ?gdObjectsContainer, + objectName: string +): boolean => {
newIDE/app/src/Utils/GetObjectByName.js
23
JavaScript
0.571
suggestion
115
33
18
false
Fix instances paste from a scene to another
7,105
4ian/GDevelop
10,154
JavaScript
D8H
AlexandreSi
> <QuickPublish project={testProject.project} gameAndBuildsManager={fakeEmptyGameAndBuildsManager} isSavingProject={false} isRequiredToSaveAsNewCloudProject={() => // Indicates that the project is already saved, there will be // no need to sa...
I feel like this comment should be next to the props type in QuickPublish. I was not sure what it meant before reading this comment
onClose={action('onClose')} onContinueQuickCustomization={action('onContinueQuickCustomization')} onTryAnotherGame={action('onTryAnotherGame')} /> </AuthenticatedUserContext.Provider> </Template> ); }; export const AuthenticatedWithCloudProjectsMaximumReachedButSavedAl...
@@ -119,6 +124,39 @@ export const AuthenticatedWithTooManyCloudProjects = () => { </Template> ); }; + +export const AuthenticatedWithCloudProjectsMaximumReachedButSavedAlready = () => { + return ( + <Template> + <AuthenticatedUserContext.Provider + value={{ + ...fakeAuthenticatedUserWi...
newIDE/app/src/stories/componentStories/QuickCustomization/QuickPublish.stories.js
26
JavaScript
0.571
suggestion
131
51
51
false
Fix issues when reworking a quick customization project
7,109
4ian/GDevelop
10,154
JavaScript
AlexandreSi
4ian
if (!selectedItem) return; if (selectedItem.content.isDescendantOf(item.content)) { selectObjectFolderOrObjectWithContext(null); } }, [selectObjectFolderOrObjectWithContext, selectedItems] ); // Force List component to be mounted again if project or objectsContaine...
Removing the column, you removed the margin, you should maybe remove the `noMargin` in the child Column
* does not stay selected and not visible to the user. */ const onCollapseItem = React.useCallback( (item: TreeViewItem) => { if (!selectedItems || selectedItems.length !== 1) return; const selectedItem = selectedItems[0]; if (!selectedItem) return; if (selectedItem.co...
@@ -1363,28 +1393,16 @@ const ObjectsList = React.forwardRef<Props, ObjectsListInterface>( return ( <Background maxWidth> - <Column>
newIDE/app/src/ObjectsList/index.js
26
JavaScript
0.571
suggestion
103
51
51
false
Replace the "add folder" button by a drop-down menu action
7,117
4ian/GDevelop
10,154
JavaScript
AlexandreSi
D8H
this._injectExternalLayout ); this._watermark.displayAtStartup(); //Uncomment to profile the first x frames of the game. // var x = 500; // var startTime = Date.now(); // console.profile("Stepping for " + x + " frames") // for(var i = 0; i < x; ++i) { ...
This check should not exist, you should stop gameLoop before disposing of the renderer.
? firstSceneName : // There is always at least a scene this.getSceneAndExtensionsData()!.sceneData.name; } /** * Start the game loop, to be called once assets are loaded. */ startGameLoop() { this._throwIfDisposed(); try { if (!this.hasScene()) { ...
@@ -888,6 +889,10 @@ namespace gdjs { this._hasJustResumed = false; this._renderer.startGameLoop((lastCallElapsedTime) => { try { + if (this._isDisposed) { + return false; + }
GDJS/Runtime/runtimegame.ts
26
TypeScript
0.286
suggestion
87
51
51
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
? !!navigator.maxTouchPoints && navigator.maxTouchPoints > 2 : false, supportedCompressionMethods: getSupportedCompressionMethods(), }; }; _setupGameVisibilityEvents() { if (typeof navigator !== 'undefined' && typeof document !== 'undefined') { document.addEv...
Remove this check, and clear the interval instead.
enableMetrics(enable: boolean): void { this._disableMetrics = !enable; if (enable) { this._setupSessionMetrics(); } } /** * Helper function to get information about the platform running the game. */ getPlatformInfo = () => { return { // @ts-ignore ...
@@ -989,6 +1005,10 @@ namespace gdjs { * time. */ _setupSessionMetrics() { + if (this._isDisposed) { + return; + }
GDJS/Runtime/runtimegame.ts
26
TypeScript
0.286
refactor
50
51
51
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
} catch (e) { if (this._debuggerClient) this._debuggerClient.onUncaughtException(e); throw e; } }); setTimeout(() => { this._setupSessionMetrics(); }, 4000); } catch (e) { if (this._debuggerClient) this._debuggerC...
What is the aim of this check? Calling the dispose method once is the responsibility of whoever created the game.
const elapsedTime = accumulatedElapsedTime; accumulatedElapsedTime = 0; // Manage resize events. if (this._notifyScenesForGameResolutionResize) { this._sceneStack.onGameResolutionResized(); this._notifyScenesForGameResolutionResize = false; ...
@@ -937,6 +942,17 @@ namespace gdjs { } } + dispose(): void { + if (this._isDisposed) { + return; + } + + this._isDisposed = true;
GDJS/Runtime/runtimegame.ts
26
TypeScript
0.357
question
113
51
51
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
newScene.networkId = sceneSyncData.networkId; } hasMadeChangeToStack = true; // Continue to the next scene in the stack received from the host. continue; } // The scene is in the stack and has the right networkId. // Nothing to do, just contin...
Use `for...of` or `forEach` because there is no logic with `i` involved.
debugLogger.info( `Scene at position ${i} and name ${sceneAtThisPositionInOurStack.getName()} has a different networkId ${ sceneAtThisPositionInOurStack.networkId } than the expected ${sceneSyncData.networkId}, replacing.` ); // The scene is in the sta...
@@ -354,5 +354,12 @@ namespace gdjs { return hasMadeChangeToStack; } + + dispose(): void { + for (let i = 0; i < this._stack.length; ++i) { + this._stack[i].unloadScene(); + }
GDJS/Runtime/scenestack.ts
26
TypeScript
0.429
suggestion
72
31
51
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
logger.error('Window closing failed. See error:', error); } } } else { if ( typeof navigator !== 'undefined' && // @ts-ignore navigator.app && // @ts-ignore navigator.app.exitApp ) { // @ts-ignore n...
Call `this._threeRenderer?.dispose();`.
} /** * Close the game, if applicable. */ stopGame() { // Try to detect the environment to use the most adapted // way of closing the app const remote = this.getElectronRemote(); if (remote) { const browserWindow = remote.getCurrentWindow(); if (browserWind...
@@ -924,6 +924,14 @@ namespace gdjs { // HTML5 games on mobile/browsers don't have a way to close their window/page. } + dispose() { + this._pixiRenderer?.destroy(true); + this._pixiRenderer = null; + this._threeRenderer = null;
GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts
26
TypeScript
0.214
suggestion
39
51
51
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
} } } else { if ( typeof navigator !== 'undefined' && // @ts-ignore navigator.app && // @ts-ignore navigator.app.exitApp ) { // @ts-ignore navigator.app.exitApp(); } } // HTML5 games on mobi...
Remove gameCanvas and domElementsContainer from the parent element.
/** * Close the game, if applicable. */ stopGame() { // Try to detect the environment to use the most adapted // way of closing the app const remote = this.getElectronRemote(); if (remote) { const browserWindow = remote.getCurrentWindow(); if (browserWindow) { ...
@@ -924,6 +924,14 @@ namespace gdjs { // HTML5 games on mobile/browsers don't have a way to close their window/page. } + dispose() { + this._pixiRenderer?.destroy(true); + this._pixiRenderer = null; + this._threeRenderer = null; + this._gameCanvas = null;
GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts
26
TypeScript
0.286
suggestion
67
51
51
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
/* * GDevelop JS Platform * Copyright 2013-2023 Florian Rival (Florian.Rival@gmail.com). All rights reserved. * This project is released under the MIT License. */ namespace gdjs { /** * A resource managers that download and remember downloaded content for one * kind of resource. */ export interface Res...
Please, add jsdoc description.
/** * Load the specified resource. * * This method will be run during the game. It should only do light tasks * like file downloading. */ loadResource(resourceName: string): Promise<void>; /** * Process the specified resource. * * This method will only be run while l...
@@ -29,5 +29,7 @@ namespace gdjs { * Return the kind of resources handled by this manager. */ getResourceKinds(): Array<ResourceKind>; + + dispose(): void;
GDJS/Runtime/ResourceManager.ts
26
TypeScript
0.071
suggestion
30
36
29
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
xhr.send(); } /** * Check if the given json resource was loaded (preloaded or loaded with `loadJson`). * @param resourceName The name of the json resource. * @returns true if the content of the json resource is loaded. false otherwise. */ isJsonLoaded(resourceName: string): boolea...
Do not forget to call the function.
xhr.send(); } /** * Check if the given json resource was loaded (preloaded or loaded with `loadJson`). * @param resourceName The name of the json resource. * @returns true if the content of the json resource is loaded. false otherwise. */ isJsonLoaded(resourceName: string): boolea...
@@ -200,5 +200,10 @@ namespace gdjs { getLoadedJson(resourceName: string): Object | null { return this._loadedJsons.getFromName(resourceName) || null; } + + dispose(): void { + this._loadedJsons.clear(); + this._callbacks.clear
GDJS/Runtime/jsonmanager.ts
26
TypeScript
0.071
suggestion
35
30
34
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
'include' : // For other resources, use "same-origin" as done by default by fetch. 'same-origin', } ); const fontData = await response.text(); this._loadedFontsData.set(resource, fontData); } catch (error) { logger.error( ...
Might be: `this._pixiBitmapFontsToUninstall.length = 0;`
'include' : // For other resources, use "same-origin" as done by default by fetch. 'same-origin', } ); const fontData = await response.text(); this._loadedFontsData.set(resource, fontData); } catch (error) { logger.error( ...
@@ -289,6 +289,18 @@ namespace gdjs { ); } } + + dispose(): void { + for (const bitmapFontInstallKey in this._pixiBitmapFontsInUse) { + PIXI.BitmapFont.uninstall(bitmapFontInstallKey); + } + for (const bitmapFontInstallKey of this._pixiBitmapFontsToUninstall) { + ...
GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts
26
TypeScript
0.357
suggestion
56
35
41
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
this._loadedTextures.clear(); const threeTextures: THREE.Texture[] = []; this._loadedThreeTextures.values(threeTextures); this._loadedThreeTextures.clear(); for (const threeTexture of threeTextures) { threeTexture.dispose(); } const threeMaterials: THREE.Material[] = ...
Will this work? ``` for (const pixiTexture of this._diskTextures.values()) { if (pixiTexture.destroyed) { continue; } pixiTexture.destroy(); } this._diskTextures.clear(); ``` Minus new array creation.
* To be called when the game is disposed. * Clear caches of loaded textures and materials. */ dispose(): void { this._loadedTextures.clear(); const threeTextures: THREE.Texture[] = []; this._loadedThreeTextures.values(threeTextures); this._loadedThreeTextures.clear(); f...
@@ -463,6 +463,54 @@ namespace gdjs { } return particleTexture; } + + dispose(): void { + this._loadedTextures.clear(); + + const threeTextures: THREE.Texture[] = []; + this._loadedThreeTextures.values(threeTextures); + this._loadedThreeTextures.clear(); + for (const three...
GDJS/Runtime/pixi-renderers/pixi-image-manager.ts
26
TypeScript
0.786
suggestion
262
51
51
false
Add dispose method to Runtimegame
7,118
4ian/GDevelop
10,154
JavaScript
malec-palec
danvervlad
/** * @brief Return the scene variables of the current scene or the current * extension. It allows legacy "scenevar" parameters to accept extension * variables. */ const gd::VariablesContainer &GetLegacySceneVariables() const { return legacySceneVariables; }; const gd::PropertiesContainersList ...
These are not references/pointers but values, meaning that ProjectScopedContainers moved from "I'm just a set of lists pointing to things in your project" to "I actually hold stuff, and you will have a bad time if you destroyed me and kept references to things".
/** * @brief Return the scene variables of the current scene or the current * extension. It allows legacy "scenevar" parameters to accept extension * variables. */ const gd::VariablesContainer *GetLegacySceneVariables() const { return legacySceneVariables; }; const gd::PropertiesContainersList ...
@@ -236,6 +230,8 @@ class ProjectScopedContainers { private: gd::ObjectsContainersList objectsContainersList; gd::VariablesContainersList variablesContainersList; + gd::VariablesContainer legacyGlobalVariables; + gd::VariablesContainer legacySceneVariables;
Core/GDCore/Project/ProjectScopedContainers.h
26
C/C++
0.5
suggestion
262
31
31
false
Allow legacy scene variable parameters to use extension variables
7,121
4ian/GDevelop
10,154
JavaScript
4ian
D8H
auto &initialInstances = eventsBasedObject.GetInitialInstances(); initialInstances.InsertNewInitialInstance().SetLayer("My layer"); initialInstances.InsertNewInitialInstance().SetLayer("My layer"); initialInstances.InsertNewInitialInstance().SetLayer("My layer"); initialInstances.InsertNewInitialIn...
The previous description better fit what the test actually covers.
auto &initialInstances = eventsBasedObject.GetInitialInstances(); initialInstances.InsertNewInitialInstance().SetLayer("My layer"); initialInstances.InsertNewInitialInstance().SetLayer("My layer"); initialInstances.InsertNewInitialInstance().SetLayer("My layer"); initialInstances.InsertNewInitialIn...
@@ -4452,13 +4452,13 @@ TEST_CASE("MergeLayers", "[common]") { REQUIRE(initialInstances.GetLayerInstancesCount("My other layer") == 1); } - SECTION("Can rename a leaderboard in scene events") { + SECTION("Can find and rename leaderboards in a project") {
Core/tests/WholeProjectRefactorer.cpp
26
C++
0.286
suggestion
66
51
51
false
Fix leaderboards not properly replaced in projects using them in custom objects
7,131
4ian/GDevelop
10,154
JavaScript
D8H
4ian
} onInstructionTypeChanged={onInstructionTypeChanged} /> {editorOpen && project && !objectGroup && ( <ObjectVariablesDialog project={project} projectScopedContainersAccessor={projectScopedContainersAccessor} objectName={objectName} ...
Sounds suspicious as not used then?
} onInstructionTypeChanged={onInstructionTypeChanged} /> {editorOpen && project && !!variablesContainers.length && !objectGroup && ( <ObjectVariablesDialog project={project} projectScopedContainersAccessor={project...
@@ -188,37 +188,43 @@ export default React.forwardRef<ParameterFieldProps, ParameterFieldInterface>( } onInstructionTypeChanged={onInstructionTypeChanged} /> - {editorOpen && project && !objectGroup && ( - <ObjectVariablesDialog - project={project} - ...
newIDE/app/src/EventsSheet/ParameterFields/ObjectVariableField.js
26
JavaScript
0.143
question
35
43
49
false
Prevent opening variables dialog for objects & groups if there is no object
7,132
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
// We could pass it a string, but lets do it right this.removeJoint(parseInt(jId, 10)); } } } } // Remove the joint this.world.DestroyJoint(joint); delete this.joints[jointId]; } } } gdjs.registerRuntimeSc...
In the future, a `destroy()` method on the shared data would be I think safer (in the sense: it's part of the class, so there is less chance you forget to update it when needed) and we we should probably made the "shared data" something first class that is handled by the runtime scene (rather than something that is man...
if ( this.joints[jId].GetType() === Box2D.e_gearJoint && (Box2D.getPointer( (this.joints[jId] as Box2D.b2GearJoint).GetJoint1() ) === Box2D.getPointer(joint) || Box2D.getPointer( (this.joints[jId] as Bo...
@@ -300,14 +309,11 @@ namespace gdjs { } } gdjs.registerRuntimeSceneUnloadedCallback(function (runtimeScene) { - if ( - // @ts-ignore - runtimeScene.physics2SharedData && - // @ts-ignore - runtimeScene.physics2SharedData.world - ) { - // @ts-ignore - Box2D.destroy(runtimeS...
Extensions/Physics2Behavior/physics2runtimebehavior.ts
26
TypeScript
0.786
suggestion
360
51
51
false
[Physics2] Fix a memory leak on object instances
7,136
4ian/GDevelop
10,154
JavaScript
4ian
D8H
// we need to relay the ownership change to others, // and expect an acknowledgment from them. if (gdjs.multiplayer.isCurrentPlayerHost()) { const connectedPeerIds = gdjs.multiplayerPeerJsHelper.getAllPeers(); // We don't need to send the message to the player who s...
So this was sending too many messages!
// we need to relay the ownership change to others, // and expect an acknowledgment from them. if (gdjs.multiplayer.isCurrentPlayerHost()) { const connectedPeerIds = gdjs.multiplayerPeerJsHelper.getAllPeers(); // We don't need to send the message to the player who s...
@@ -917,12 +917,12 @@ namespace gdjs { // As we are the host, we do not cancel the message if it times out. shouldCancelMessageIfTimesOut: false, }); - for (const peerId of otherPeerIds) { - debugLogger.info( - `Relaying ownership change ...
Extensions/Multiplayer/messageManager.ts
26
TypeScript
0.071
suggestion
38
51
51
false
Fix destroying an object even if flagged as "DoNothing" in the multiplayer behavior
7,137
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
} catch (error) { console.error('Error while login:', error); throw error; } } async loginOrSignupWithProvider({ provider, signal, }: {| provider: IdentityProvider, signal?: AbortSignal, |}) { if (signal && signal.aborted) { return Promise.reject( new UserC...
this seemed duplicated in this file and the browser one. This was always causing an error in the console because the signal always aborts (we trigger it when we close the dialog) I don't think this deserves to raise an error as it's the expected path?
} catch (error) { console.error('Error while login:', error); throw error; } } async loginOrSignupWithProvider({ provider, signal, }: {| provider: IdentityProvider, signal?: AbortSignal, |}) { if (signal && signal.aborted) { return Promise.reject( new UserC...
@@ -61,11 +61,6 @@ class LocalLoginProvider implements LoginProvider, FirebaseBasedLoginProvider { if (signal) { signal.addEventListener('abort', () => { terminateWebSocket(); - reject(
newIDE/app/src/LoginProvider/LocalLoginProvider.js
26
JavaScript
0.643
refactor
253
51
51
false
Fix infinite loading when canceling login with provider
7,138
4ian/GDevelop
10,154
JavaScript
ClementPasteau
ClementPasteau
}, }); } } this.setState({ createAccountInProgress: false, loginInProgress: false, authenticatedUser: { ...this.state.authenticatedUser, creatingOrLoggingInAccount: false, }, }); this._automaticallyUpdateUserProfile = true; }; _cancelL...
I don't like doing this here. It looks like we're trying to "finish a process". But the process is already there: <img width="776" alt="image" src="https://github.com/user-attachments/assets/6fe5b8b4-8d4c-4124-b83a-34f6d90bbd83"> There is already a catch (ensuring that an exception will never stop the end to run)...
}, }); } } this.setState({ createAccountInProgress: false, loginInProgress: false, authenticatedUser: { ...this.state.authenticatedUser, creatingOrLoggingInAccount: false, }, }); this._automaticallyUpdateUserProfile = true; }; _cancelL...
@@ -996,11 +996,19 @@ export default class AuthenticatedUserProvider extends React.Component< this._automaticallyUpdateUserProfile = true; }; - _cancelLogin = () => { + _cancelLoginOrSignUp = () => { if (this._abortController) { this._abortController.abort(); this._abortController = null;...
newIDE/app/src/Profile/AuthenticatedUserProvider.js
26
JavaScript
0.643
suggestion
369
51
51
false
Fix infinite loading when canceling login with provider
7,138
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
Props, State > { state = { eventsFunction: null, extensionName: '', createNewExtension: false, }; _projectScopedContainersAccessor: ProjectScopedContainersAccessor | null = null; componentDidMount() { const { project, scope, globalObjectsContainer, objectsContainer, ...
This is kind of regression as it will forbid to use the same name as global variables and global objects for a parameter. We should probably use a new blank project instead.
Props, State > { state = { eventsFunction: null, extensionName: '', createNewExtension: false, }; _projectScopedContainersAccessor: ProjectScopedContainersAccessor | null = null; componentDidMount() { const { project, scope, globalObjectsContainer, objectsContainer, ...
@@ -65,6 +67,12 @@ export default class EventsFunctionExtractorDialog extends React.Component< serializedEvents, } = this.props; + // This is only used to check parameter for name conflict. + // TODO Update it according to the chosen extension. + this._projectScopedContainersAccessor = new Projec...
newIDE/app/src/EventsSheet/EventsFunctionExtractor/EventsFunctionExtractorDialog.js
26
JavaScript
0.429
suggestion
174
51
51
false
Reduce the risk of name collisions between objects, variables, parameters and properties
7,148
4ian/GDevelop
10,154
JavaScript
D8H
D8H
preferences.values.openDiagnosticReportAutomatically, onLaunchPreviewWithDiagnosticReport, previewState.overridenPreviewLayoutName, previewState.overridenPreviewExternalLayoutName, previewState.isPreviewOverriden, previewState.previewExternalLayoutName, previewSta...
wondering if we should also take a screenshot only if: - you don't have a thumbnailUrl already set (but the screenshots might be useful) - you haven't taken a screenshot recently (to avoid taking one on every preview) - like every x minutes ?
previewState.overridenPreviewLayoutName, previewState.overridenPreviewExternalLayoutName, previewState.isPreviewOverriden, previewState.previewExternalLayoutName, previewState.previewLayoutName, setPreviewOverride, ] ); // Create a separate function to avoi...
@@ -185,7 +187,11 @@ const PreviewAndShareButtons = React.memo<PreviewAndShareButtonsProps>( <LineStackLayout noMargin> <FlatButtonWithSplitMenu primary - onClick={onHotReloadPreview} + onClick={ + !hasPreviewsRunning && preferences.values.takeScreenshotOnPreview ...
newIDE/app/src/MainFrame/Toolbar/PreviewAndShareButtons.js
26
JavaScript
0.5
question
244
51
51
false
Take a screenshot on preview
7,156
4ian/GDevelop
10,154
JavaScript
ClementPasteau
ClementPasteau
preferences.getIsMenuBarHiddenInPreview, preferences.getIsAlwaysOnTopInPreview, preferences.values.openDiagnosticReportAutomatically, currentlyRunningInAppTutorial, getAuthenticatedPlayerForPreview, quickCustomizationDialogOpenedFromGameId, onCaptureFinished, createCaptur...
Consider not adding yet-another-way-to-launch-preview and instead: - Make the logic related to the timing inside the existing function. - delayTimeInSeconds can also be in the function - forcing a screenshot, bypassing the check for timing, is "just" a "forceScreenshot: true". But this is only used for quick customi...
preferences.getIsMenuBarHiddenInPreview, preferences.getIsAlwaysOnTopInPreview, preferences.values.openDiagnosticReportAutomatically, currentlyRunningInAppTutorial, getAuthenticatedPlayerForPreview, quickCustomizationDialogOpenedFromGameId, onCaptureFinished, createCaptur...
@@ -1723,13 +1724,31 @@ const MainFrame = (props: Props) => { const launchNewPreview = React.useCallback( async options => { const numberOfWindows = options ? options.numberOfWindows : 1; - launchPreview({ networkPreview: false, numberOfWindows }); + await launchPreview({ networkPreview: false,...
newIDE/app/src/MainFrame/index.js
26
JavaScript
0.5
suggestion
375
51
51
false
Take a screenshot on preview
7,156
4ian/GDevelop
10,154
JavaScript
4ian
ClementPasteau
// (because the target is in the scope), replace or remove it: RenameOrRemovePropertyOfTargetPropertyContainer(node.name); } if (node.child) node.child->Visit(*this); }); } void OnVisitVariableAccessorNode(VariableAccessorNode& node) override { if (node.child) node.chi...
I don't understand why this "MatchIdentifierWithName" is not doing its job? If it's a variable, it should match it (and so do nothing), no?
}, [&]() { // Do nothing, it's something else. if (node.child) node.child->Visit(*this); }); } void OnVisitVariableAccessorNode(VariableAccessorNode& node) override { if (node.child) node.child->Visit(*this); } void OnVisitVariableBracketAccessorNode( VariableBracketAccesso...
@@ -118,17 +116,24 @@ class GD_CORE_API ExpressionPropertyReplacer } void OnVisitVariableBracketAccessorNode( VariableBracketAccessorNode& node) override { + bool isGrandParentTypeAVariable = isParentTypeAVariable; + isParentTypeAVariable = false; node.expression->Visit(*this); + isParentType...
Core/GDCore/IDE/Events/EventsPropertyReplacer.cpp
26
C++
0.429
question
139
51
51
false
Fix variables from being renamed with a property
7,186
4ian/GDevelop
10,154
JavaScript
4ian
D8H
for (std::size_t c = 0; c < GetCameraCount(); ++c) { SerializerElement& cameraElement = camerasElement.AddChild("camera"); cameraElement.SetAttribute("defaultSize", GetCamera(c).UseDefaultSize()); cameraElement.SetAttribute("width", GetCamera(c).GetWidth()); cameraElement.SetAttribute("height", Ge...
to make it a bit shorter ```suggestion SetDefaultCameraBehavior(element.GetStringAttribute("defaultCameraBehavior", "top-left-anchored-if-never-moved")); ```
for (std::size_t c = 0; c < GetCameraCount(); ++c) { SerializerElement& cameraElement = camerasElement.AddChild("camera"); cameraElement.SetAttribute("defaultSize", GetCamera(c).UseDefaultSize()); cameraElement.SetAttribute("width", GetCamera(c).GetWidth()); cameraElement.SetAttribute("height", Ge...
@@ -80,6 +84,7 @@ void Layer::UnserializeFrom(const SerializerElement& element) { SetName(element.GetStringAttribute("name", "", "Name")); SetRenderingType(element.GetStringAttribute("renderingType", "")); SetCameraType(element.GetStringAttribute("cameraType", "perspective")); + SetDefaultCameraBehavior(el...
Core/GDCore/Project/Layer.cpp
26
C++
0.786
suggestion
164
51
51
false
Fix anchor behavior and add option to center layer or keep top-left fixed when resized
7,188
4ian/GDevelop
10,154
JavaScript
D8H
4ian
_cameraX: float; _cameraY: float; _cameraZ: float = 0; /** * `_cameraZ` is dirty when the zoom factor is set last. */ _isCameraZDirty: boolean = true; /** * @param layerData The data used to initialize the layer * @param instanceContainer The container in which the layer is ...
Should this use `getViewportOriginX/Y` to handle the fact that custom objects don't necessarily have the top-left corner at (0 ; 0) (even if it probably doesn't matter here as it's a scene layer)?
_cameraX: float; _cameraY: float; _cameraZ: float = 0; /** * `_cameraZ` is dirty when the zoom factor is set last. */ _isCameraZDirty: boolean = true; /** * @param layerData The data used to initialize the layer * @param instanceContainer The container in which the layer is ...
@@ -28,8 +28,25 @@ namespace gdjs { ) { super(layerData, instanceContainer); - this._cameraX = this.getWidth() / 2; - this._cameraY = this.getHeight() / 2; + if ( + this._defaultCameraBehavior === + gdjs.RuntimeLayerDefaultCameraBehavior + .KEEP_TOP_LEFT_FIXED_IF_NEVE...
GDJS/Runtime/layer.ts
26
TypeScript
0.714
question
196
51
51
false
Fix anchor behavior and add option to center layer or keep top-left fixed when resized
7,188
4ian/GDevelop
10,154
JavaScript
D8H
4ian
// Handle scale mode. if (this._game.getScaleMode() === 'nearest') { gameCanvas.style['image-rendering'] = '-moz-crisp-edges'; gameCanvas.style['image-rendering'] = '-webkit-optimize-contrast'; gameCanvas.style['image-rendering'] = '-webkit-crisp-edges'; gameCanvas.style['im...
There is a lot of copy from the `createStandardCanvas` function. Could you rework `createStandardCanvas` so that it's using `useCanvas` under the hood? Also, the name is probably not showing this is an important operation enough, that just can't be redone a second time. So I think it should be called `initializeForC...
// Prevent magnifying glass on iOS with a long press. // Note that there are related bugs on iOS 15 (see https://bugs.webkit.org/show_bug.cgi?id=231161) // but it seems not to affect us as the `domElementsContainer` has `pointerEvents` set to `none`. domElementsContainer.style['-webkit-user-sel...
@@ -189,6 +189,120 @@ namespace gdjs { gameCanvas.focus(); } + useCanvas(gameCanvas: HTMLCanvasElement): void {
GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts
26
TypeScript
0.643
suggestion
326
51
51
false
Add external canvas usage to RuntimeGamePixiRenderer
7,199
4ian/GDevelop
10,154
JavaScript
4ian
danvervlad
} else { outputObjectsContainer.InsertNewObject( project, parameter.GetExtraInfo(), objectName, outputObjectsContainer.GetObjectsCount()); } // Memorize the last object name. By convention, parameters that require // an object (mainly, "ob...
I wonder if the name can be confusing because a free function could have an object parameter without object type and the following behavior parameters be some capabilities (default behavior). It also won't be "all" the behaviors of the actual objects. I guess it's kind of the required behavior for objects passed in pa...
// are all present (and no more than required by the object type). // Non default behaviors coming from parameters will be added or removed later. project.EnsureObjectDefaultBehaviors(outputObjectsContainer.GetObject(objectName)); } else { // Create a new object (and its default be...
@@ -71,7 +75,7 @@ void ParameterMetadataTools::ParametersToObjectsContainer( const gd::String& behaviorType = parameter.GetExtraInfo(); gd::Object& object = outputObjectsContainer.GetObject(lastObjectName); - allObjectBehaviorNames[lastObjectName].insert(behaviorName); + allObj...
Core/GDCore/Extensions/Metadata/ParameterMetadataTools.cpp
26
C++
1
suggestion
510
51
51
false
Fix default behaviors not added properly to objects in functions
7,206
4ian/GDevelop
10,154
JavaScript
D8H
4ian
parameters.removeParameter('MySpriteObject2'); expect(parameters.getParametersCount()).toBe(7); objectsContainer = new gd.ObjectsContainer(gd.ObjectsContainer.Function); gd.ParameterMetadataTools.parametersToObjectsContainer( project, parameters, objectsContainer ...
Maybe `ObjectMetadata::AddDefaultBehavior` can be used to simulate a change of capability in a custom object.
parameters.removeParameter('MySpriteObject2'); expect(parameters.getParametersCount()).toBe(7); objectsContainer = new gd.ObjectsContainer(); gd.ParameterMetadataTools.parametersToObjectsContainer( project, parameters, objectsContainer ); // Check that obje...
@@ -4295,19 +4295,37 @@ describe('libGD.js', function () { expect(objectsContainer.hasObjectNamed('MyObjectWithoutType')).toBe(true); expect(objectsContainer.hasObjectNamed('MySpriteObject')).toBe(true); - const objectWithoutType = objectsContainer.getObject('MyObjectWithoutType'); - expect(ob...
GDevelop.js/__tests__/Core.js
26
JavaScript
0.571
suggestion
109
51
51
false
Fix default behaviors not added properly to objects in functions
7,206
4ian/GDevelop
10,154
JavaScript
D8H
4ian
std::set<gd::String> objectNamesInContainer = outputObjectsContainer.GetAllObjectNames(); for (const auto& objectName : objectNamesInContainer) { if (allObjectNames.find(objectName) == allObjectNames.end()) { outputObjectsContainer.RemoveObject(objectName); } } // Remove behaviors of object...
Actually, I think it's legit to add behavior parameters to require capabilities on an object without any specified type.
} } // Remove objects that are not in the parameters anymore. std::set<gd::String> objectNamesInContainer = outputObjectsContainer.GetAllObjectNames(); for (const auto& objectName : objectNamesInContainer) { if (allObjectNames.find(objectName) == allObjectNames.end()) { outputObjectsContain...
@@ -108,8 +112,14 @@ void ParameterMetadataTools::ParametersToObjectsContainer( } auto& object = outputObjectsContainer.GetObject(objectName); + const auto& allBehaviorNames = allObjectNonDefaultBehaviorNames[objectName]; for (const auto& behaviorName : object.GetAllBehaviorNames()) { - const a...
Core/GDCore/Extensions/Metadata/ParameterMetadataTools.cpp
26
C++
0.5
suggestion
120
51
51
false
Fix default behaviors not added properly to objects in functions
7,206
4ian/GDevelop
10,154
JavaScript
D8H
4ian
behavior->SetDefaultBehavior(true); }; auto &objectMetadata = gd::MetadataProvider::GetObjectMetadata(platform, objectType); if (!MetadataProvider::IsBadObjectMetadata(objectMetadata)) { for (auto &behaviorType : objectMetadata.GetDefaultBehaviors()) { addDefaultBehavior(behaviorType);...
It's probably not a big issue, but instance stability won't be ensured for capabilities required for an object without any type. Unless capabilities from parameters are not marked as default behavior?
const auto& behavior = object.GetBehavior(behaviorName); if (!behavior.IsDefaultBehavior() || behavior.GetTypeName() != behaviorType) { // Behavior type has changed, remove it so it is re-created. object.RemoveBehavior(behaviorName); } } if (!object.HasBehaviorNamed(b...
@@ -97,24 +95,62 @@ std::unique_ptr<gd::Object> Project::CreateObject( " has an unknown default behavior: " + behaviorType); return; } - auto* behavior = object->AddNewBehavior( - project, behaviorType, behaviorMetadata.GetDefaultName()); - behavior->SetDefaultBehavio...
Core/GDCore/Project/Project.cpp
26
C++
0.571
question
201
51
51
false
Fix default behaviors not added properly to objects in functions
7,206
4ian/GDevelop
10,154
JavaScript
D8H
4ian
import { getRelativeOrAbsoluteDisplayDate } from '../Utils/DateDisplay'; const electron = optionalRequire('electron'); const path = optionalRequire('path'); export const getThumbnailWidth = ({ isMobile }: {| isMobile: boolean |}) => isMobile ? undefined : Math.min(245, Math.max(130, window.innerWidth / 4)); export ...
I'd rather say `Your project must be stored on your computer` rather than surely, it feels more english
import { getRelativeOrAbsoluteDisplayDate } from '../Utils/DateDisplay'; const electron = optionalRequire('electron'); const path = optionalRequire('path'); export const getThumbnailWidth = ({ isMobile }: {| isMobile: boolean |}) => isMobile ? undefined : Math.min(245, Math.max(130, window.innerWidth / 4)); export ...
@@ -50,13 +51,37 @@ import PreferencesContext from '../MainFrame/Preferences/PreferencesContext'; import { textEllipsisStyle } from '../UI/TextEllipsis'; import FileWithLines from '../UI/CustomSvgIcons/FileWithLines'; import TextButton from '../UI/TextButton'; -import { Tooltip } from '@material-ui/core'; +import { ...
newIDE/app/src/GameDashboard/GameDashboardCard.js
26
JavaScript
0.5
suggestion
103
51
51
false
Polishing the new Create tab
7,236
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
export const getDetailedProjectDisplayDate = (i18n: I18nType, date: number) => i18n.date(date, { dateStyle: 'short', timeStyle: 'short', }); const getNoProjectAlertMessage = () => { if (!electron) { // Trying to open a local project from the web app of the mobile app. return t`Looks like your pro...
maybe double check landscape/mobile/etc...
export const getDetailedProjectDisplayDate = (i18n: I18nType, date: number) => i18n.date(date, { dateStyle: 'short', timeStyle: 'short', }); const getNoProjectAlertMessage = () => { if (!electron) { // Trying to open a local project from the web app of the mobile app. return t`Looks like your pro...
@@ -67,7 +92,7 @@ const styles = { display: 'flex', flexShrink: 0, flexDirection: 'column', - justifyContent: 'flex-end', + justifyContent: 'center',
newIDE/app/src/GameDashboard/GameDashboardCard.js
26
JavaScript
0.071
suggestion
43
51
51
false
Polishing the new Create tab
7,236
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
newSaveAsOptions = saveAsOptions; } if (canFileMetadataBeSafelySavedAs && currentFileMetadata) { const canProjectBeSafelySavedAs = await canFileMetadataBeSafelySavedAs( currentFileMetadata, { showAlert, showConfirmation, ...
just double checking this will not affect the initial project? I assume not as we're not saving that project
// ... or if the project is opened from a URL. oldStorageProvider.internalName !== 'UrlStorageProvider', }); if (!saveAsLocation) { return; // Save as was cancelled. } newSaveAsLocation = saveAsLocation; newSaveAsOptions = saveAsO...
@@ -2627,6 +2633,21 @@ const MainFrame = (props: Props) => { if (!canProjectBeSafelySavedAs) return; } + let originalProjectUuid = null; + if (newSaveAsOptions && newSaveAsOptions.generateNewProjectUuid) { + originalProjectUuid = currentProject.getProjectUuid(); + c...
newIDE/app/src/MainFrame/index.js
26
JavaScript
0.357
suggestion
109
51
51
false
When duplicating a project, ask for the new name and if link with game should be kept
7,253
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
|}) => async ({ project, fileMetadata, }: {| project: gdProject, fileMetadata: ?FileMetadata, |}): Promise<{| saveAsLocation: ?SaveAsLocation, saveAsOptions: ?SaveAsOptions, |}> => { if (!authenticatedUser.authenticated) { return { saveAsLocation: null, saveAsOptions: null }; } const options = aw...
maybe name this prop `shouldAskForNewProjectUuid` to be consistent with the props you use in the component?
|}) => async ({ project, fileMetadata, displayOptionToGenerateNewProjectUuid, }: {| project: gdProject, fileMetadata: ?FileMetadata, displayOptionToGenerateNewProjectUuid: boolean, |}): Promise<{| saveAsLocation: ?SaveAsLocation, saveAsOptions: ?SaveAsOptions, |}> => { if (!authenticatedUser.authentic...
@@ -189,33 +190,40 @@ export const generateOnChooseSaveProjectAsLocation = ({ fileMetadata: ?FileMetadata, |}): Promise<{| saveAsLocation: ?SaveAsLocation, + saveAsOptions: ?SaveAsOptions, |}> => { if (!authenticatedUser.authenticated) { - return { saveAsLocation: null }; + return { saveAsLocation: nu...
newIDE/app/src/ProjectsStorage/CloudStorageProvider/CloudProjectWriter.js
26
JavaScript
0.571
question
107
51
51
false
When duplicating a project, ask for the new name and if link with game should be kept
7,253
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
return { saveAsLocation: { name: options.name, }, saveAsOptions: { generateNewProjectUuid: options.generateNewProjectUuid, }, }; }; export const generateOnSaveProjectAs = ( authenticatedUser: AuthenticatedUser, setDialog: (() => React.Node) => void, closeDialog: () => void ) => as...
why this change? was this not used?
}); if (!options) return { saveAsLocation: null, saveAsOptions: null }; // Save was cancelled. return { saveAsLocation: { name: options.name, }, saveAsOptions: { generateNewProjectUuid: options.generateNewProjectUuid, }, }; }; export const generateOnSaveProjectAs = ( authenticat...
@@ -243,7 +251,7 @@ export const generateOnSaveProjectAs = ( } options.onStartSaving(); - const gameId = saveAsLocation.gameId || project.getProjectUuid();
newIDE/app/src/ProjectsStorage/CloudStorageProvider/CloudProjectWriter.js
26
JavaScript
0.143
question
35
51
51
false
When duplicating a project, ask for the new name and if link with game should be kept
7,253
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
|}> => { const options = await new Promise(resolve => { setDialog(() => ( <SaveAsOptionsDialog onCancel={() => { closeDialog(); resolve(null); }} nameSuggestion={ fileMetadata ? `${project.getName()} - Copy` : project.getName() } mainActi...
any risk the `options.name` results in a filename that is not compatible with path? like with '/' in it?
saveAsLocation: ?SaveAsLocation, // This is the newly chosen location (or null if cancelled). saveAsOptions: ?SaveAsOptions, |}> => { const options = await new Promise(resolve => { setDialog(() => ( <SaveAsOptionsDialog onCancel={() => { closeDialog(); resolve(null); ...
@@ -180,16 +185,49 @@ export const onSaveProject = async ( }; }; -export const onChooseSaveProjectAsLocation = async ({ +export const generateOnChooseSaveProjectAsLocation = ({ + setDialog, + closeDialog, +}: { + setDialog: (() => React.Node) => void, + closeDialog: () => void, +}) => async ({ project, ...
newIDE/app/src/ProjectsStorage/LocalFileStorageProvider/LocalProjectWriter.js
26
JavaScript
0.5
question
104
51
51
false
When duplicating a project, ask for the new name and if link with game should be kept
7,253
4ian/GDevelop
10,154
JavaScript
ClementPasteau
AlexandreSi
) : ( <Text> <Trans>You don't have any feedback for this game.</Trans> </Text> )} </> )} {displayedFeedbacksArray.length !== 0 && ( <ColumnStackLayout expand noMa...
I don't think that's useful, let's not do it
value={''} label={t`All exports`} /> <SelectOption key={'game-only'} value={'game-only'} label={t`On game page only`} ...
@@ -374,89 +419,154 @@ const GameFeedback = ({ i18n, authenticatedUser, game }: Props) => { </ResponsiveLineStackLayout> <ColumnStackLayout expand noMargin> {!!feedbacks && feedbacks.length > 0 && ( + // TODO: Should it display the data for the filtered pi...
newIDE/app/src/GameDashboard/Feedbacks/GameFeedback.js
26
JavaScript
0.143
suggestion
44
51
51
false
Paginate feedbacks
7,259
4ian/GDevelop
10,154
JavaScript
4ian
AlexandreSi
// - The normal keeps the same length (as the normal is included in the 2D space) this._slopeClimbingMinNormalZ = Math.min( Math.cos(gdjs.toRad(slopeMaxAngle)), 1 - 1 / 1024 ); } getStairHeightMax(): float { return this._stairHeightMax; } setStairHeightMax(stair...
Is there an explanation for those factors?
// - The normal keeps the same length (as the normal is included in the 2D space) this._slopeClimbingMinNormalZ = Math.min( Math.cos(gdjs.toRad(slopeMaxAngle)), 1 - 1 / 1024 ); } getStairHeightMax(): float { return this._stairHeightMax; } setStairHeightMax(stair...
@@ -783,6 +791,27 @@ namespace gdjs { ); } + getStairHeightMax(): float { + return this._stairHeightMax; + } + + setStairHeightMax(stairHeightMax: float): void { + const { extendedUpdateSettings } = this.getPhysics3D(); + this._stairHeightMax = stairHeightMax; + console.log(st...
Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
26
TypeScript
0.071
question
42
51
51
false
Add a property to choose the maximum stair height a 3D character can walk
7,265
4ian/GDevelop
10,154
JavaScript
AlexandreSi
D8H
End of preview. Expand in Data Studio

Code Review Dataset

A large-scale dataset of the best human-written code reviews from top GitHub repositories.

Each row captures a moment where a human code reviewer left an inline comment on a pull request, and the author subsequently modified the code in response.

The dataset also includes negative examples — code from the same PRs that passed review without comments — to help models learn when code is acceptable.

This provides a natural signal for training models to:

  • Generate code review comments given a code diff
  • Apply review feedback by modifying code based on reviewer suggestions
  • Understand code quality patterns across languages and projects
  • Know when not to comment — recognizing clean code that needs no changes

Key Features

  • 167K+ positive triplets from 725 top GitHub repositories
  • 51K+ negative examples (~23% of dataset) of clean code labeled "No issues found."
  • 37 programming languages (Python, TypeScript, Go, Rust, C++, JavaScript, C#, Java, Kotlin, Swift, and more)
  • Human-only reviews: AI/bot reviewers (Copilot, linter bots, etc.) are excluded
  • Quality-filtered: noise and auto-generated content removed
  • Chunk-focused: ~50 lines of context around the reviewed code, not entire files
  • Permissive licenses only: all source repos use MIT, Apache-2.0, BSD, or similar licenses
  • Verified changes: only includes triplets where the code chunk actually changed after the review

Collection Methodology

  1. Repo selection: Top GitHub repos by stars with permissive licenses, sourced from ronantakizawa/github-top-projects and curated additions
  2. PR discovery: Paginate merged PRs, filter bot authors, fetch inline review comments
  3. Comment filtering: Remove bots, noise patterns, auto-generated comments, non-English text, non-code files, reply comments
  4. Triplet extraction: Fetch file contents at the review commit (before) and PR head (after), extract focused chunks around the comment line
  5. Change verification: Only keep triplets where the code chunk around the comment actually changed
  6. Negative extraction: For each reviewed PR, identify source code files that were changed but received no review comments; extract a ~50-line chunk as a negative example labeled "No issues found."

Splits

Split Percentage Description
train 90% Training data
test 5% Test data
validation 5% Validation data

Splits are deterministic by repository — all examples from the same repo appear in the same split.

Schema

Column Type Description
pr_title string Pull request title
pr_number int PR number
repo_name string Full repo name (owner/repo)
repo_stars int GitHub stars
repo_language string Primary repo language
author_username string PR author's GitHub username
reviewer_username string Reviewer's GitHub username
before_code string ~50 lines of code around the comment, before the fix
reviewer_comment string The inline review comment text (or "No issues found." for negatives)
after_code string ~50 lines of code around the comment, after the fix
diff_context string The PR diff hunk where the comment was placed
file_path string File path within the repo
comment_line int Line number within the code chunk (0 for negatives)
language string Programming language
quality_score float Comment quality score (0.0-1.0; 1.0 for negatives)
comment_type string Category: suggestion, question, nitpick, bug, refactor, style, security, performance, none
comment_length int Character count of reviewer comment
before_lines int Line count of before code
after_lines int Line count of after code
is_negative bool True if this is a negative example (no reviewer comment)

Usage

from datasets import load_dataset

ds = load_dataset("ronantakizawa/github-codereview")

# Get a training example
example = ds["train"][0]
print(f"Review comment: {example['reviewer_comment']}")
print(f"Language: {example['language']}")
print(f"Before:\n{example['before_code'][:200]}")
print(f"After:\n{example['after_code'][:200]}")

Filter by language

python_reviews = ds["train"].filter(lambda x: x["language"] == "Python")

Filter by quality

high_quality = ds["train"].filter(lambda x: x["quality_score"] >= 0.5)

Positive examples only

positives = ds["train"].filter(lambda x: not x["is_negative"])

Negative examples only

negatives = ds["train"].filter(lambda x: x["is_negative"])

Citation

If you use this dataset, please cite:

@dataset{takizawa2026codereviewdiffs,
  title={Code Review Diffs: A Large-Scale Dataset of Review-Driven Code Changes},
  author={Takizawa, Ronan},
  year={2026},
  publisher={Hugging Face},
  url={https://huggingface.co/datasets/ronantakizawa/github-codereview}
}
Downloads last month
1,110

Models trained or fine-tuned on ronantakizawa/github-codereview