| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| |\
| |
| |
| |
| |
| |
| | |
Paulb23/line_edit_caret_blink_resetting_issue_10764
Fixed caret blink and speed resetting in scenes, issue 10764
[ci skip]
|
| | | |
|
| |\ \
| |/
|/| |
Add missing constant binding STRETCH_ASPECT_EXPAND in SceneTree
|
| | |
| |
| |
| | |
Add missing constant binding "STRETCH_ASPECT_EXPAND"
(I cannot test it because godot does not compile anymore on my pc (windows10))
|
| |\ \
| | |
| | | |
Fix duplication of node with script
|
| | | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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`.
|
| | | |
| | |
| | |
| | |
| | |
| | | |
In practice such nodes could directly be free()'ed, but this little change
prevents users from leaking memory by mistake.
Closes #9074.
|
| |/ /
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| | |
| |
| |
| |
| | |
Add missed bindings for enums
Move some enums to class to have correct output of api.json
|
| |\ \
| | |
| | | |
Fix unused variable warnings
|
| | |/
| |
| |
| | |
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
|
| |\ \
| | |
| | | |
Renames _add_child_below_node() to add_child_below_node(). Fixes #9988.
|
| | | | |
|
| |\ \ \
| | | |
| | | |
| | | |
| | | | |
Fix serveral recent new clang-format errors
[ci skip]
|
| | | |/
| |/| |
|
| |/ /
| |
| |
| | |
Fixes #9547
|
| |/
|
|
| |
several more issues. Made it optional in the project settings but defaults to true.
|
| |
|
|
| |
The second in my quest to make Godot 3.x compile with -Werror on GCC7
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| |\
| |
| | |
Method to get ID of RPC calling peer
|
| | | |
|
| | |
| |
| |
| |
| |
| |
| | |
These Null checks were removed in #10581 but actually changed the
logic of the functions in this case.
This fixes #10654
|
| | |
| |
| |
| | |
Use it to remove buggy add_child in EditorAudioBus
|
| | |
| |
| |
| |
| |
| |
| | |
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
|
| |/
|
|
|
|
|
|
|
|
|
|
| |
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/
|
| | |
|
| | |
|
| |\
| |
| | |
Added notification const NOTIFICATION_WM_ABOUT
|
| | | |
|
| |\ \
| | |
| | | |
ClassDB: Provide the enum name of integer constants
|
| | | | |
|
| |\ \ \
| | | |
| | | | |
add "propagate_call" method to Node
|
| | |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
| | | | |
|
| |\ \ \
| |/ /
|/| | |
Adds Engine::is_editor_hint() method
|
| | | | |
|
| | | |
| | |
| | |
| | |
| | |
| | | |
Flushing messages meant that for every event, UI was reaccomodating everything. This is relly slow.
Messages will have to happen sometime later, during iteration most likely.
I still can't fix the overall code editor slowness on Mesa+Radeon, I suspect it's a driver issue.
|
| | | |
| | |
| | |
| | | |
Fixes #10244.
|
| | | |
| | |
| | |
| | |
| | |
| | | |
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.
|
| |\ \ \
| | | |
| | | | |
Control node enhancements
|
| | | |/
| |/| |
|
| | | | |
|
| |/ / |
|
| |\ \
| |/
|/| |
Add "expand" option for stretch aspect, no more black bars
|