f3f4a11cfb
- _ready() callback only happens once now, if you want to receive it again, use request_ready()
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- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10 18:04:33 -03:00
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
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-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
3fae505128
Begin modifying properties to make them more friendly to script and doc.
2017-01-03 00:38:16 -03:00
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
440c37fbd9
Revert "Do not emit NOTIFICATION_READY more than once (breaking change)"
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This reverts commit b6eab006db .
This commit broke compatibility in an undesired way, as outlined in
https://github.com/godotengine/godot/issues/3290#issuecomment-263388003
2016-11-30 00:08:01 +01:00
b6eab006db
Do not emit NOTIFICATION_READY more than once (breaking change)
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Currently, there is no notification with the old behaviour, so probably breaks all cpp code relying on that notification as well.
2016-11-17 18:46:45 +02:00
184173a9b9
Guard agains duplicate calling of _ready when instanced in _enter_tree
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Fixes #6005
2016-11-17 18:10:53 +02:00
305956bf70
Keep groups when replacing nodes
2016-11-03 00:19:32 +01:00
84c525ba1b
Revise serial naming behavior
2016-10-10 13:11:32 +02:00
9b2e2935d0
Refactor node naming APIs used by editor
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Make 'name_num_separator' a project setting
Make all node operations separator-aware
2016-10-08 21:49:16 +02:00
22d83bc9f6
Begining of GLES3 renderer:
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
828e1c092f
Renamed the bind_native functions to bind_vararg, should make it show the documentation more clearly and also make it easier to bind to C#
2016-09-07 19:39:57 -03:00
1add52b55e
Brand new networked multiplayer
2016-08-19 16:48:41 -03:00
3db36684b1
Added high level networked multiplayer to Godot.
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It's complete, but absolutely and completely untested, undocumented and NSFW.
Have fun :-)
2016-08-14 18:49:50 -03:00
9de33e18f1
WIP bugfix for existing connections
2016-07-19 20:20:28 -03:00
454b210242
Remove unused variables (third pass) + dead code
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:16:21 +02:00
17e4ead62a
Fix several bugs related to node duplication and signals, closes #5405
2016-07-06 21:43:31 -03:00
5065e46381
Change method of storing folding, solves problems with inheritance, closes #3395
2016-06-28 13:10:15 -03:00
912afb129f
Make return type explicit.
2016-06-21 12:41:28 +01:00
d76ee09774
property remove parent owned nodes when using replace, fixes #4128
2016-06-20 22:57:07 -03:00
37ed2bae69
Better error text when trying to add/remove/move child nodes in a busy parent, closes #4838
2016-06-13 22:46:18 -03:00
dc2ea39f24
Preserve signal connections when replacing the target node
2016-06-09 16:47:34 +02:00
d61b91cbe0
-Heavily improved editor startup and exit performance
2016-06-07 22:10:09 -03:00
3ae61f2292
Created a NodeDock with signals and groups
2016-06-04 13:19:08 -03:00
c195c0df6b
-Added configuration warning system for nodes
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-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
aee156dc02
Node duplication positions under duplicated node, issue 964
2016-05-13 20:05:52 +01:00
d7318f6965
-begun implementing drag & drop editor wide
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-filesystem dock dnd support
-property list dnd support
-scene tree dnd support
2016-05-11 11:59:03 -03:00
1e752c0120
Fix wrong return and argument types in documentation
2016-05-04 15:35:09 +02:00
3029f5ee02
Keep editable instances data when replacing tree root node
2016-04-12 20:49:43 +02:00
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
b30839fb08
-make sure instance placeholder works with duplicate(), fixes #3378
2016-01-22 19:36:40 -03:00
4c753f60b1
duplicate groups and signals
2016-01-20 00:08:04 +01:00
b988f016fd
forgot to bind NOTIFICATION_INSTANCED, closes #2261
2016-01-03 12:57:19 -03:00
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
875bff2c4e
-fix loading of samples in mod, s3m and xm. Fixes #2553
2015-12-29 16:06:45 -03:00
2f19260fb7
-restrict gui root from being removed while performing input, fixes #2578
2015-12-29 10:01:29 -03:00
e0d21d2158
Ability to set autoloads as singleton global variables
2015-12-28 15:59:20 -03:00
d4993b74fc
Add missing argument names in GDScript bindings
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All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
ecad3a285f
better unique name resolution, as suggested i #3017
2015-12-08 11:33:30 -03:00
3c33b705d1
added option to add_child, to use the same deduplication convention as in the editor, closes #3017
2015-12-08 11:21:12 -03:00
8adc4ef65b
windows crash and bind placeholder method
2015-11-14 11:14:17 -03:00
f11fdb611e
Merge pull request #2556 from volzhs/fix_miss_bind_findnode
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fix miss bind for Node::find_node
2015-10-17 10:02:43 -03:00
078a474135
-fixes and more fixes to new scene system, seems stable now..
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BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
2015-10-16 19:11:23 -03:00
422929e87f
Large improvements on scene packing and management
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-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
2015-10-10 09:09:09 -03:00
1630f0ad35
fix miss bind for Node::find_node
2015-09-30 21:55:31 +09:00
cbee679bd7
live debug fixes
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removing node in live debugging fixed
2015-08-02 20:28:10 -03:00
59961c9914
Live edit WORK IN PROGRESS
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1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
95047562d7
Several performance improvements, mainly in loading and instancing scenes and resources.
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A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00