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* property remove parent owned nodes when using replace, fixes #4128Juan Linietsky2016-06-201-0/+2
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* Preserve signal connections when replacing the target nodeIgnacio Etcheverry2016-06-091-1/+1
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* -Heavily improved editor startup and exit performanceJuan Linietsky2016-06-071-1/+2
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* Created a NodeDock with signals and groupsJuan Linietsky2016-06-041-0/+1
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* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+4
| | | | | -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/+1
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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
* Keep editable instances data when replacing tree root nodeIgnacio Etcheverry2016-04-121-0/+2
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* remove trailing whitespaceHubert Jarosz2016-03-091-37/+37
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* added option to add_child, to use the same deduplication convention as in ↵Juan Linietsky2015-12-081-2/+2
| | | | the editor, closes #3017
* -fixes and more fixes to new scene system, seems stable now..reduz2015-10-161-7/+5
| | | | BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
* Large improvements on scene packing and managementreduz2015-10-101-6/+21
| | | | | -Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-1/+4
| | | | | | | | | | 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.
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+2
| | | | | | | | | | | -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
* Added Node.find_node(mask) functionJuan Linietsky2015-06-081-0/+2
| | | | by popular request
* -convert to subscene keeps signal connections, fixes #1863Juan Linietsky2015-05-101-0/+1
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* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-0/+1
| | | | -added NOTIFICATION_INSTANCED
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -function remove_and_delete_child removed. Just use child.free() or ↵Juan Linietsky2015-04-091-1/+1
| | | | child.queue_free() instead. Fixes #1603
* New Code CompletionJuan Linietsky2014-12-161-0/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* Add move_child_notify method in Node classquabug2014-12-031-0/+1
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-10/+10
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Import 3D Scene ImprovementsJuan Linietsky2014-06-191-0/+10
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* More 3D WorkJuan Linietsky2014-06-161-0/+1
| | | | | | | | -=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
* -Fixed a few bugs in ViewportJuan Linietsky2014-04-101-0/+9
| | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* -Support for changing fontsJuan Linietsky2014-04-051-0/+2
| | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* -added kinematic bodyJuan Linietsky2014-02-221-0/+3
| | | | -added kinematic body demos
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+276