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* Add missing NULL checks for add_child_below_nodeMarcelo Fernandez2018-06-191-0/+4
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* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-291-120/+6
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* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-6/+120
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* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-261-120/+6
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* -New inspector.Juan Linietsky2018-05-151-0/+3
| | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
* Rename multiplayer_api to just multiplayer.Fabio Alessandrelli2018-05-081-16/+16
| | | | Only the class name retain the MultiplayerAPI name
* Merge pull request #15911 from Zephilinox/ready_signalJuan Linietsky2018-05-071-1/+2
|\ | | | | Add ready signal to Node
| * Add ready signal to NodeZephilinox2018-01-201-1/+2
| | | | | | | | Closes #15889
* | Merge pull request #18514 from neikeq/api-hash-fixesRémi Verschelde2018-05-031-6/+6
|\ \ | | | | | | API hash fixes
| * | Fix binding some core API methods only in tools buildsIgnacio Etcheverry2018-04-291-6/+6
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* | | Check invalid node namevolzhs2018-05-031-1/+15
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* | Made print_tree_pretty() function which displays scene tree graphicallyGeoffrey2018-04-091-4/+18
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* | Merge pull request #17227 from Faless/multiplayer_apiJuan Linietsky2018-04-081-188/+33
|\ \ | | | | | | [RFC] MultiplayerAPI refactor
| * | Use MultiplayerAPI class for high level networkingFabio Alessandrelli2018-03-031-188/+33
| | | | | | | | | | | | | | | | | | Remove networking related logic from Node and SceneTree. SceneTree now simply relay all networking related stuff to MultiplayerAPI for compatibility
* | | Merge pull request #17382 from bojidar-bg/13971-path-array-unsavedJuan Linietsky2018-04-081-14/+2
|\ \ \ | | | | | | | | Duplicate Arrays and Dictionaries when instancing scene in editor
| * | | Duplicate Arrays and Dictionaries when instancing scene in editorBojidar Marinov2018-03-131-14/+2
| |/ / | | | | | | | | | | | | | | | Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate Fixes #13971
* / / Fix switching WindowDialog types leaves garbage buttonsLink2018-03-071-1/+4
|/ / | | | | | | | | | | We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`. Fixes: #16350
* / Fix typos with codespellluz.paz2018-02-211-1/+1
|/ | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-5/+5
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky2018-01-121-1/+4
| | | | | | of tree notification. Updated doc accordingly.
* Bind many more properties to scriptsBojidar Marinov2018-01-121-2/+5
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Fixed crash on duplicate GIProbe bakingAndreaCatania2018-01-111-1/+10
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix crash from move_child at saving scenevolzhs2017-12-251-1/+2
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* Merge pull request #14754 from willnationsdev/dictionary-copyRémi Verschelde2017-12-171-2/+2
|\ | | | | Added 'duplicate' function for Dictionary in C++ and API.
| * Dictionary::copy -> ::duplicateWill Nations2017-12-171-2/+2
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* | Improve duplication and saving of instanced scenesMatthias Hoelzl2017-12-161-2/+36
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* -Add lightmapperJuan Linietsky2017-12-141-1/+1
| | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* Fixed crash on duplicate instanced nodes (#13432)Konstantin Zaitsev2017-12-011-1/+1
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* Fix crash on node duplicationPedro J. Estébanez2017-11-251-3/+9
| | | | | | | | | | That happened when an instanced scene was being duplicated while it also contained nodes added to it in the scene holding the instance. Plus: - Add comments about the logic behind all this. - Move the null guard to where it can protect the most, but consider it a runtime error rather that a situation we expect. Fixes #13282.
* 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