aboutsummaryrefslogtreecommitdiff
path: root/scene/main/node.h (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-291-18/+6
|
* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-6/+18
|
* Refactor RPCMode enum and checksFabio Alessandrelli2018-05-261-18/+6
|
* -New inspector.Juan Linietsky2018-05-151-0/+1
| | | | | | | -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 Alessandrelli2018-05-081-4/+4
| | | | Only the class name retain the MultiplayerAPI name
* Merge pull request #18514 from neikeq/api-hash-fixesRémi Verschelde2018-05-031-2/+0
|\ | | | | API hash fixes
| * Fix binding some core API methods only in tools buildsIgnacio Etcheverry2018-04-291-2/+0
| |
* | Check invalid node namevolzhs2018-05-031-0/+6
|/
* Made print_tree_pretty() function which displays scene tree graphicallyGeoffrey2018-04-091-0/+2
|
* Use MultiplayerAPI class for high level networkingFabio Alessandrelli2018-03-031-2/+9
| | | | | | Remove networking related logic from Node and SceneTree. SceneTree now simply relay all networking related stuff to MultiplayerAPI for compatibility
* 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 ```
* Clean up some bad words from code commentsArtem Varaksa2018-02-171-1/+1
|
* 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!
* Merge pull request #12284 from bojidar-bg/allow-subproperty-setRémi Verschelde2017-11-211-1/+1
|\ | | | | Allow for getting/setting "dotted" properties of objects
| * Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov2017-11-211-1/+1
| | | | | | | | Performance is around the same as using pure set() through GDScript.
* | Let SceneTreeDock duplicate nodes via Node::duplicate()Pedro J. Estébanez2017-11-191-2/+8
| | | | | | | | Helps with #11182.
* | Fix duplication of signalsPedro J. Estébanez2017-11-191-0/+1
| | | | | | | | | | | | | | | | - 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.
* | Duplicate signals fixesChaosus2017-11-131-1/+0
|/
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-9/+9
|
* Dead code tells no talesRémi Verschelde2017-08-271-2/+0
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-0/+2
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-0/+2
| |
* | add "propagate_call" method to NodeKarroffel2017-08-191-0/+2
|/ | | | | | | | | | | | 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.
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-4/+4
| | | | Fixes #10244.
* renamed node path, closes #5691Juan Linietsky2017-08-051-1/+1
|
* Style: Apply clang-format on all filesRémi Verschelde2017-07-301-1/+1
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-14/+5
|
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-1/+1
| | | | -Fixded BackBuffercopy object
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-110/+99
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #7856 from RandomShaper/add-duplicate-flagsRémi Verschelde2017-02-261-2/+10
|\ | | | | Add more options to Node.duplicate()
| * Add more options to Node.duplicate()Pedro J. Estébanez2017-02-201-2/+10
| | | | | | | | 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
* | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
|/ | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Project setting to control node name casingRay Koopa2017-01-121-0/+6
| | | | (cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7)
* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-1/+15
| | | | | | | 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.
* -Translation text will change automatically for in-game buttons, labels, ↵Juan Linietsky2017-01-091-0/+1
| | | | | | | poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method.
* -All types have editable script now in propertiesJuan Linietsky2017-01-091-1/+0
| | | | -Changed clip to a property in Control which can be set by the user
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | 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()
* 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!
* Guard agains duplicate calling of _ready when instanced in _enter_treeBojidar Marinov2016-11-171-0/+1
| | | | Fixes #6005
* Refactor node naming APIs used by editorPedro J. Estébanez2016-10-081-2/+7
| | | | | Make 'name_num_separator' a project setting Make all node operations separator-aware
* Brand new networked multiplayerJuan Linietsky2016-08-191-14/+31
|
* Added high level networked multiplayer to Godot.Juan Linietsky2016-08-141-1/+42
| | | | | It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-)
* WIP bugfix for existing connectionsJuan Linietsky2016-07-191-0/+1
|
* Fix several bugs related to node duplication and signals, closes #5405Juan Linietsky2016-07-061-0/+2
|
* Change method of storing folding, solves problems with inheritance, closes #3395Juan Linietsky2016-06-281-0/+3
|