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* | 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
* 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