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* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Node.duplicate(): instanced node's descendants' properties now updateWill Nations2017-11-211-21/+43
| | | | w/ original's runtime values.
* Merge pull request #12284 from bojidar-bg/allow-subproperty-setRémi Verschelde2017-11-211-14/+23
|\ | | | | Allow for getting/setting "dotted" properties of objects
| * Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-14/+23
| | | | | | | | Performance is around the same as using pure set() through GDScript.
* | Preserve duplicate signal flagsChaosus2017-11-211-1/+1
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* | Let SceneTreeDock duplicate nodes via Node::duplicate()Pedro J. Estébanez2017-11-191-3/+35
| | | | | | | | Helps with #11182.
* | Remove out-of-logic assignment of instance's original scenePedro J. Estébanez2017-11-191-4/+0
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* | Fix duplication of signalsPedro J. Estébanez2017-11-191-4/+21
| | | | | | | | | | | | | | | | - Partially revert 6496b53549aca7b1be57c3be55815f32a4842201, 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.
* | fix signals disconnecting on changing target node typeIan2017-11-131-1/+3
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* | Duplicate signals fixesChaosus2017-11-131-12/+1
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* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-2/+2
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* Added a node_added signal to the SceneTreeNathan Warden2017-10-191-0/+2
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-38/+38
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* Merge pull request #11013 from MednauN/masterRémi Verschelde2017-09-211-1/+12
|\ | | | | Fix duplication of node with script
| * Fix duplication of node with scriptEvgeny Zuev2017-09-201-1/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When duplicating node with script, properties of script weren't copied sometimes. It happened because properties were copied in arbitrary order, and properties of the script were setted before the "script" property itself, i.e. while script is sill NULL. Also, DUPLICATE_SCRIPTS flag wasn't working - script was always copied because `_duplicate` looked for "script/script" property while it should be just "script". Now "script" property is being set before all others, and "script/script" changed to `CoreStringNames::get_singleton()->_script`.
* | Let queue_free() work on nodes which are not in the scene treeRémi Verschelde2017-09-201-2/+5
| | | | | | | | | | | | In practice such nodes could directly be free()'ed, but this little change prevents users from leaking memory by mistake. Closes #9074.
* | Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
|/ | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Merge pull request #10908 from hpvb/fix-unused-variablesRémi Verschelde2017-09-121-5/+0
|\ | | | | Fix unused variable warnings
| * Fix unused variable warningsHein-Pieter van Braam2017-09-081-5/+0
| | | | | | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* | Merge pull request #11007 from saltares/issue-9988Rémi Verschelde2017-09-121-1/+1
|\ \ | | | | | | Renames _add_child_below_node() to add_child_below_node(). Fixes #9988.
| * | Renames _add_child_below_node() to add_child_below_node(). Closes #9988.David Saltares2017-09-051-1/+1
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* / Fix duplication of nodes resulting in shared metadataBojidar Marinov2017-09-111-2/+19
|/ | | | Fixes #9547
* Dead code tells no talesRémi Verschelde2017-08-271-92/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Node: Add debug info to add_child reparenting checkRémi Verschelde2017-08-261-7/+11
| | | | Use it to remove buggy add_child in EditorAudioBus
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-8/+8
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-12/+12
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-12/+12
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* | add "propagate_call" method to NodeKarroffel2017-08-191-0/+18
|/ | | | | | | | | | | | 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.
* Allow zero-padded serial namingPedro J. Estébanez2017-08-161-1/+2
| | | | | | Thereby, the editor will acknowledge node namings such as _Thing003_ so that a duplicate, for instance, will be named _Thing004_, instead of _Thing4_, that was the case formerly. Closes #7758.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-22/+22
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* Merge pull request #10141 from ISylvox/lower_case_godot_apiRémi Verschelde2017-08-071-13/+13
|\ | | | | Makes all Godot API's Methods lower_case
| * Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-13/+13
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* | Merge pull request #9394 from supagu/sync-rpc-fixRémi Verschelde2017-08-071-34/+37
|\ \ | |/ |/| Queue RPC packet before calling method locally to ensure correct RPC …
| * Queue RPC packet before calling method locally to ensure correct RPC packet ↵Fabian Mathews2017-06-261-34/+37
| | | | | | | | order
* | Fix Node::move_child() crash if moving to the end plus onePedro J. Estébanez2017-07-251-0/+5
| | | | | | | | Fixes #9820.
* | -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-4/+4
| | | | | | | | -Added system for feature overrides, it's pretty cool :)
* | Add object type hint for docsPoommetee Ketson2017-07-191-1/+1
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* | Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-78/+20
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-3/+3
| | | | this might cause bugs I haven't found yet..
* Fix bug in pause mode propagationFabio Alessandrelli2017-05-061-1/+1
| | | | | Pause mode was not correctly propagating effectively stopping immediately when the mode was not PAUSE_MODE_INHERIT.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Reset display folded for an instanced scene if editable children is toggled offPedro J. Estébanez2017-04-071-2/+6
| | | | This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
* Add missing binding for DUPLICATE_USE_INSTANCINGPedro J. Estébanez2017-03-301-0/+1
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* Merge pull request #8037 from RandomShaper/remove-warningRémi Verschelde2017-03-181-0/+3
|\ | | | | Remove warning on owner re-assignment
| * Remove warning on owner re-assignmentPedro J. Estébanez2017-03-151-0/+3
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* | Merge pull request #8014 from AlexHolly/fix-remove-and-skipRémi Verschelde2017-03-181-7/+8
|\ \ | |/ |/| fix remove_and_skip()
| * fix remove_and_skip()AlexHolly2017-03-121-7/+8
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* | Fix connection errors when replacing nodeIgnacio Etcheverry2017-03-111-2/+5
|/ | | | | - Avoid connecting the signals to nonexistent methods - Preserve only persistent connections
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-989/+821
| | | | | | | | | | | | | | | | | | | | | | | | 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