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* Add more options to Node.duplicate()Pedro J. Estébanez2017-02-201-12/+22
| | | | to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-78/+78
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky2017-01-141-5/+5
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+3
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Node name casing: fix mistake from previous commitRémi Verschelde2017-01-131-1/+1
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* Reenable node name case setting + code cleanupsRémi Verschelde2017-01-131-7/+4
| | | | | | | | The method _generate_serial_child_name is indeed called relatively often in editor mode, but that commented out code chunk hardly adds to its slowness (and with the default setting, not at all). Also did various related code cleanups and simplifications.
* Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-0/+3
| | | | NOTIFICATION_TRANSFORM_CHANGED
* Project setting to control node name casingRay Koopa2017-01-121-1/+13
| | | | (cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7)
* Renamed most signals so they refer to:Juan Linietsky2017-01-121-4/+4
| | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-11/+98
| | | | | | | use request_ready() - 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.
* -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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