Commit Graph

425 Commits

Author SHA1 Message Date
4b6846a59d Ensure that tree_exited signal really happens after tree exited, fixes #19641 2018-09-07 15:31:53 -03:00
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
404ee1a56b Style: Fix issues that went past CI 2018-08-21 21:28:06 +02:00
4e9795aa99 Fix not to show configuration warning on every node has script 2018-08-15 21:35:06 +09:00
ef5095720b -Deprecate ImageTexture::load
-Add warning to Image::load when loading resources
-Add script binding for get_configuration_warning
2018-08-14 16:53:20 -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
172f652dc0 Merge pull request #19888 from AndreaCatania/pry
Implemented proceses priority
2018-07-23 07:21:38 -03:00
51dfa10ac7 Implemented proceses priority 2018-07-23 12:19:38 +02:00
7c9f7452f4 Style: Format code with clang-format 6.0.1 2018-07-18 16:27:03 +02:00
465edbd2bc Merge pull request #19853 from khairul169/duplicate_bug
Fix duplicate method on instanced node generates duplicated children.
2018-07-03 18:48:45 +02:00
2dc738ce27 -Fixes to how hashing happened, now StringName and NodePath use default hasher, this was leading to some severe slowdown in scenarios
-Fixes to some duplication scenarios for instanced scenes
2018-07-02 15:08:35 -03:00
8e03715a5c Fix duplicate bug 2018-06-30 17:35:51 +07:00
8c1c7ff131 Add missing NULL checks for add_child_below_node 2018-06-19 22:47:34 -03:00
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
7b065a59fa Merge pull request #15911 from Zephilinox/ready_signal
Add ready signal to Node
2018-05-07 17:56:10 -03:00
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
e9e5aa617e Merge pull request #17227 from Faless/multiplayer_api
[RFC] MultiplayerAPI refactor
2018-04-08 11:04:16 -03:00
4ee3f3251d Merge pull request #17382 from bojidar-bg/13971-path-array-unsaved
Duplicate Arrays and Dictionaries when instancing scene in editor
2018-04-08 09:39:03 -03:00
9f6c0c6eae Duplicate Arrays and Dictionaries when instancing scene in editor
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate

Fixes #13971
2018-03-13 17:18:08 +02:00
611c050469 Fix switching WindowDialog types leaves garbage buttons
We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`.

Fixes: #16350
2018-03-07 18:28:29 +08:00
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
a826fb8d8b Add ready signal to Node
Closes #15889
2018-01-20 21:57:59 +00:00
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
a26e6c8215 Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification.
Updated doc accordingly.
2018-01-12 08:29:24 -03:00
9b8e8b2220 Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
5ac441131e Fixed crash on duplicate GIProbe baking 2018-01-11 19:50:33 +01:00
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
d6a88cdc41 Fix crash from move_child at saving scene 2017-12-25 01:31:13 +09:00
e83c502939 Merge pull request #14754 from willnationsdev/dictionary-copy
Added 'duplicate' function for Dictionary in C++ and API.
2017-12-17 23:58:59 +01:00
f19fc83546 Dictionary::copy -> ::duplicate 2017-12-17 16:07:15 -06:00
ced1ff63a8 Improve duplication and saving of instanced scenes 2017-12-16 17:58:17 +01:00
f3ad14224e -Add lightmapper
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
1f0e9c13a4 Fixed crash on duplicate instanced nodes (#13432) 2017-12-01 17:57:47 +07:00
922cf9fbb0 Fix crash on node duplication
That happened when an instanced scene was being duplicated while it also contained nodes added to it in the scene holding the instance.

Plus:
- Add comments about the logic behind all this.
- Move the null guard to where it can protect the most, but consider it a runtime error rather that a situation we expect.

Fixes #13282.
2017-11-25 21:14:35 +01:00
bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
e1c907ec73 Node.duplicate(): instanced node's descendants' properties now update
w/ original's runtime values.
2017-11-21 23:04:40 -06:00
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
fc74dbabd5 Preserve duplicate signal flags 2017-11-21 11:46:19 +03:00
5a0be858f4 Let SceneTreeDock duplicate nodes via Node::duplicate()
Helps with #11182.
2017-11-19 21:30:17 +01:00