Commit Graph

96 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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()
Helps with #11182.
2017-11-19 21:30:17 +01:00
803b3934d6 Fix duplication of signals
- 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
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
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
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