ae76c62601
Implement Node::get_process_priority() and its associated property
...
This closes #33660 .
2019-11-17 17:48:50 +01:00
a7712cc9e4
Add new events and accompanying logic to notify when the app is paused and resumed on Android devices.
2019-09-19 13:29:49 -07:00
9eb10f1e4a
Add an editor_description property to Node for documentation purposes
...
It is implemented using editor-only metadata, in a way similar to
edit locking or Position2D gizmo extents.
This closes #2082 .
2019-08-23 15:53:07 +02:00
c62302a432
Improve the scene tree signals/groups tooltip
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The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
2019-08-17 14:20:16 +02:00
01cc7a996b
Use reference to constant in functions
2019-07-10 11:54:12 +02:00
04d0371648
Add a monitor for the orphan nodes
...
- Allow the user to keep track of the nodes that might leak
- Possible fix for #27103
2019-04-17 23:13:16 +02:00
a18989602b
Clean up notifications and merge Node and MainLoop ones for clarity, closes #27614
2019-04-04 10:34:41 -03:00
b83c3827f3
Add check in folding to see if the nodepath exists to avoid message spam.
2019-01-30 20:19:44 -08:00
27d7772381
Rewrote rename logic to be less buggy and more efficient, fixes #23803 and probably many recent bugs using GraphEdit
2019-01-10 18:58:16 -03:00
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
e647342140
Moved folding outside the resource files, now saved outside the project.
2018-10-29 16:37:09 -03:00
0fdbf6b2ef
Added find_parent method to node class
2018-09-15 18:22:29 +02:00
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
4b6846a59d
Ensure that tree_exited signal really happens after tree exited, fixes #19641
2018-09-07 15:31:53 -03:00
c1860fe88b
Fixed process priority
2018-08-04 14:51:44 +02:00
15db793ef2
Ensure process notification is received only if really enabled, fixes #7894
2018-07-29 21:20:41 -03:00
51dfa10ac7
Implemented proceses priority
2018-07-23 12:19:38 +02:00
1400f6fdc4
Refactor RPCMode enum and checks
2018-05-29 20:26:41 +02:00
4c69a495c9
Revert "RPCMode refactor, more sync modes"
2018-05-29 11:47:52 +02:00
9de4ffde61
Refactor RPCMode enum and checks
2018-05-26 10:43:43 +02:00
005b69cf6e
-New inspector.
...
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
-
2018-05-15 17:14:31 -03:00
234914c42c
Rename multiplayer_api to just multiplayer.
...
Only the class name retain the MultiplayerAPI name
2018-05-08 10:51:04 +02:00
b774156729
Merge pull request #18514 from neikeq/api-hash-fixes
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API hash fixes
2018-05-03 14:36:32 +02:00
6758b6c131
Check invalid node name
2018-05-03 00:00:06 +09:00
7034d48032
Fix binding some core API methods only in tools builds
2018-04-29 19:49:26 +02:00
8362ce4769
Made print_tree_pretty() function which displays scene tree graphically
2018-04-09 15:01:37 +02:00
5081ced57f
Use MultiplayerAPI class for high level networking
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Remove networking related logic from Node and SceneTree.
SceneTree now simply relay all networking related stuff to
MultiplayerAPI for compatibility
2018-03-03 18:34:22 +01:00
612ab4bbc6
Fix typos with codespell
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
d35e486228
Clean up some bad words from code comments
2018-02-17 16:00:39 +03:00
e4213e66b2
Add missing copyright headers and fix formatting
...
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
b50a9114b1
Update copyright statements to 2018
...
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
613d374bc5
Merge pull request #12284 from bojidar-bg/allow-subproperty-set
...
Allow for getting/setting "dotted" properties of objects
2017-11-21 22:44:14 +01:00
0cf9597758
Allow for getting/setting indexed properties of objects using get/set_indexed
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Performance is around the same as using pure set() through GDScript.
2017-11-21 20:58:21 +02:00
5a0be858f4
Let SceneTreeDock duplicate nodes via Node::duplicate()
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Helps with #11182 .
2017-11-19 21:30:17 +01:00
803b3934d6
Fix duplication of signals
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- Partially revert 6496b53549 , adding a comment about why duplications of signals must happen as a second phase.
- Add fallback logic for connections to nodes not in the duplicated hierarchy.
- Remove redundant call to `Node::_duplicate_signals()`.
Fixes #12951 .
2017-11-19 15:07:05 +01:00
6496b53549
Duplicate signals fixes
2017-11-13 18:42:07 +03:00
4537977d6d
Renamed fixed_process to physics_process
2017-09-30 16:19:07 +02:00
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
2cc8309249
Merge pull request #10351 from neikeq/enums-are-for-the-weak
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ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
32dd9a9f66
ClassDB: Provide the enum name of integer constants
2017-08-20 22:07:43 +02:00
390f7def39
add "propagate_call" method to Node
...
It is possible to propagate a notification down the Node tree by
using `propagate_notification`, but there was no such method for
doing the same but with method calls.
This commit adds the `propagate_call` method, which calls a method
on a node and all child nodes. An optional paramter `parent_first`
determines whether the parent node gets called before or after the
children have been visited. It defaults to false, so the parent
gets called last.
2017-08-19 15:22:37 +02:00
00f6c85928
Synchronize parameter names in definition and declaration
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Fixes #10244 .
2017-08-16 17:22:23 +02:00
cfe4b30941
renamed node path, closes #5691
2017-08-05 09:13:59 -03:00
76005a8e75
Style: Apply clang-format on all files
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Thus fixing some invalid changes that had still made it to the master branch.
2017-07-30 22:53:40 +02:00
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
...
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
e63c64e256
Clean up normalmapping, make sure tangents are imported correctly.
2017-07-03 10:45:34 -03:00
3ce046ee0c
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
...
-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
5dbf1809c6
A Whole New World (clang-format edition)
...
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00