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* | Reworked translation systemJuan Linietsky2017-06-281-1/+3
| | | | | | | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* | Merge pull request #7947 from RandomShaper/fix-vis-notifier-2dRémi Verschelde2017-06-281-1/+2
|\ \ | | | | | | Fix VisibilityNotifier2D viewport offset issue
| * | Fix VisibilityNotifier2D reapplication of viewport offsetPedro J. Estébanez2017-03-061-1/+2
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* | | -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-263-2/+2
| |/ |/| | | | | -Fixded BackBuffercopy object
* | -Restored support for Canvas BG mode on EnvironmentJuan Linietsky2017-06-241-6/+5
| | | | | | | | | | -Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR!
* | -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-162-15/+0
| | | | | | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* | Properly adjust the visible editor rect and make limits respected, closes #8328Juan Linietsky2017-06-121-0/+1
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* | Restored multiple viewport function, as well as view modes.Juan Linietsky2017-06-112-0/+63
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* | -Restored multithread capability to VisualServerJuan Linietsky2017-06-092-0/+35
| | | | | | | | -Restored resource previews!
* | -Added proper access to depth texture from shaderJuan Linietsky2017-06-072-4/+5
| | | | | | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* | renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-10/+10
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* | InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-14/+14
| | | | | | | | Make the naming consistent with other classes.
* | -Added .hdr format supportJuan Linietsky2017-05-281-1/+59
| | | | | | | | | | | | -Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
* | Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-205-435/+382
| | | | | | | | this might cause bugs I haven't found yet..
* | Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-172-3/+3
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* | 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.
* | Fix auto_accept_quit option to workvolzhs2017-04-251-2/+2
| | | | | | | | | | auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp after that it's reset to true in SceneTree:init() whatever value was.
* | Move VERSION_MKSTRING logic to version.hRémi Verschelde2017-04-201-0/+2
| | | | | | | | | | | | | | Fixes a bug where the VERSION_PATCH define is not yet in scope if typedefs.h is included before version.h at compilation time. (cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
* | Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-102-8/+8
| | | | | | | | | | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* | -Fixed crash with splash screen on windowsJuan Linietsky2017-04-091-1/+1
| | | | | | | | -properly show editor without having to resize window on windows
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0816-0/+16
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* | Merge pull request #8308 from RandomShaper/optimize-out-debug-n-non-toolsRémi Verschelde2017-04-072-5/+29
|\ \ | | | | | | Optimize-out some debug and/or non-tools methods
| * | Optimize-out some debug and/or non-tools methodsPedro J. Estébanez2017-04-072-5/+29
| | | | | | | | | | | | | | | | | | | | | | | | | | | Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
* | | Merge pull request #8304 from RandomShaper/reset-folded-on-reset-edit-childrenRémi Verschelde2017-04-071-2/+6
|\ \ \ | | | | | | | | Reset display folded for an instanced scene if editable children is toggled off
| * | | 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.
* | | New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-15/+15
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* | | Fixer looping timer accumulation in _processRémi Verschelde2017-04-051-3/+2
| | | | | | | | | | | | Follow-up to #8251.
* | | previous value of time_left is added to wait_time before assigning to time_leftNikhil Shagrithaya2017-04-041-2/+1
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* | | Merge pull request #8048 from ficoos/was_input_handledRémi Verschelde2017-04-032-0/+6
|\ \ \ | |/ / |/| | Add the option to check if input was handled
| * | Add the option to check if input was handledSaggi Mizrahi2017-03-312-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When working with a viewport you should call Viewport.input() to pass the input, but if the input was unhandled you might also want to call Viewport.unhandled_input() so that objects in the sub-scene can handle the event. This adds a way to check if the input was handled so that you know whether you should call Viewport.unhandled_input() or not. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
* | | Viewport: Fix undefined behaviour found by llvm sanitizer.Andreas Haas2017-04-021-2/+2
| | | | | | | | | | | | | | | When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()). This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
* | | Merge pull request #8203 from RandomShaper/add-missing-bindRémi Verschelde2017-03-301-0/+1
|\ \ \ | |/ / |/| | Add missing binding for DUPLICATE_USE_INSTANCING
| * | Add missing binding for DUPLICATE_USE_INSTANCINGPedro J. Estébanez2017-03-301-0/+1
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* | | Merge pull request #8010 from AlexHolly/Timer-is_time_leftRémi Verschelde2017-03-242-13/+22
|\ \ \ | | | | | | | | added Timer is_time_left()
| * | | is_active to is_pausedAlexHolly2017-03-192-13/+22
| | |/ | |/| | | | | | | rm doc
* | | Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| |/ |/| | | | | From https://github.com/lucasdemarchi/codespell
* | 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 Verschelde2017-03-0516-3420/+2767
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Added a SceneTree.has_network_peer, closes #7922Karol Walasek2017-03-042-0/+6
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* Merge pull request #7856 from RandomShaper/add-duplicate-flagsRémi Verschelde2017-02-262-14/+32
|\ | | | | Add more options to Node.duplicate()
| * Add more options to Node.duplicate()Pedro J. Estébanez2017-02-202-14/+32
| | | | | | | | 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 Linietsky2017-02-213-3/+3
|/ | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* SceneTreeTimer: Ability to set pause modeAndreas Haas2017-02-152-4/+22
| | | | | Adds an additional flag to SceneTree::create_timer() that tells it whether or not to process when the game is paused. Defaults to false in order to not break existing functionality.
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-138-249/+249
| | | | | | 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 Braam2017-02-136-41/+41
| | | | This saves typing and is a step towards fixing #56
* Merge pull request #7581 from Faless/v6_wild_bindRémi Verschelde2017-02-122-6/+0
|\ | | | | TCP/UDP listen bind to address and bugfixes