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* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
| | | | | | | | categories. -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
* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-1/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-84/+84
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-2/+8
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-2/+8
| | | | | | | | | | | | | | | | -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
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | | | | | | | | | 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!
* | Revert "Do not emit NOTIFICATION_READY more than once (breaking change)"Rémi Verschelde2016-11-301-5/+5
| | | | | | | | | | | | | | This reverts commit b6eab006dbd21d25a664486809109fffa9533124. This commit broke compatibility in an undesired way, as outlined in https://github.com/godotengine/godot/issues/3290#issuecomment-263388003
* | Do not emit NOTIFICATION_READY more than once (breaking change)Bojidar Marinov2016-11-171-5/+5
| | | | | | | | Currently, there is no notification with the old behaviour, so probably breaks all cpp code relying on that notification as well.
* | Guard agains duplicate calling of _ready when instanced in _enter_treeBojidar Marinov2016-11-171-1/+5
| | | | | | | | Fixes #6005
* | Keep groups when replacing nodesIgnacio Etcheverry2016-11-031-0/+6
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* | Revise serial naming behaviorPedro J. Estébanez2016-10-101-9/+22
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* | Refactor node naming APIs used by editorPedro J. Estébanez2016-10-081-77/+68
|/ | | | | Make 'name_num_separator' a project setting Make all node operations separator-aware
* Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky2016-09-071-5/+5
| | | | documentation more clearly and also make it easier to bind to C#
* Brand new networked multiplayerJuan Linietsky2016-08-191-50/+506
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* Added high level networked multiplayer to Godot.Juan Linietsky2016-08-141-1/+260
| | | | | It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-)
* WIP bugfix for existing connectionsJuan Linietsky2016-07-191-0/+32
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* Remove unused variables (third pass) + dead codeRémi Verschelde2016-07-071-1/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Fix several bugs related to node duplication and signals, closes #5405Juan Linietsky2016-07-061-3/+19
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* Change method of storing folding, solves problems with inheritance, closes #3395Juan Linietsky2016-06-281-0/+14
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* Make return type explicit.Saracen2016-06-211-1/+1
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* property remove parent owned nodes when using replace, fixes #4128Juan Linietsky2016-06-201-0/+4
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* Better error text when trying to add/remove/move child nodes in a busy ↵Juan Linietsky2016-06-131-2/+15
| | | | parent, closes #4838
* Preserve signal connections when replacing the target nodeIgnacio Etcheverry2016-06-091-0/+16
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* -Heavily improved editor startup and exit performanceJuan Linietsky2016-06-071-24/+27
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* Created a NodeDock with signals and groupsJuan Linietsky2016-06-041-0/+12
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* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+21
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Node duplication positions under duplicated node, issue 964Paulb232016-05-131-0/+12
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* -begun implementing drag & drop editor wideJuan Linietsky2016-05-111-0/+2
| | | | | | -filesystem dock dnd support -property list dnd support -scene tree dnd support
* Fix wrong return and argument types in documentationIgnacio Etcheverry2016-05-041-1/+1
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* Keep editable instances data when replacing tree root nodeIgnacio Etcheverry2016-04-121-0/+10
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* remove trailing whitespaceHubert Jarosz2016-03-091-163/+163
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* -make sure instance placeholder works with duplicate(), fixes #3378Juan Linietsky2016-01-221-1/+9
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* duplicate groups and signalshondres2016-01-201-0/+9
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* forgot to bind NOTIFICATION_INSTANCED, closes #2261Juan Linietsky2016-01-031-0/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -fix loading of samples in mod, s3m and xm. Fixes #2553reduz2015-12-291-1/+1
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* -restrict gui root from being removed while performing input, fixes #2578reduz2015-12-291-0/+1
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* Ability to set autoloads as singleton global variablesreduz2015-12-281-1/+4
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-1/+1
| | | | | 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).
* better unique name resolution, as suggested i #3017Juan Linietsky2015-12-081-5/+1
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* added option to add_child, to use the same deduplication convention as in ↵Juan Linietsky2015-12-081-7/+10
| | | | the editor, closes #3017
* windows crash and bind placeholder methodAriel Manzur2015-11-141-0/+4
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* Merge pull request #2556 from volzhs/fix_miss_bind_findnodeJuan Linietsky2015-10-171-1/+1
|\ | | | | fix miss bind for Node::find_node
| * fix miss bind for Node::find_nodevolzhs2015-09-301-1/+1
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* | -fixes and more fixes to new scene system, seems stable now..reduz2015-10-161-4/+8
| | | | | | | | BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
* | Large improvements on scene packing and managementreduz2015-10-101-2/+62
|/ | | | | -Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
* live debug fixesJuan Linietsky2015-08-021-0/+9
| | | | removing node in live debugging fixed
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-9/+92
| | | | | | | | | | 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.
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-1/+1
| | | | | | | | and resources. 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.
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+10
| | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene