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path: root/scene/resources/packed_scene.cpp
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* PackedScene: Fix wrong DEFVALIgnacio Etcheverry2017-04-141-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* Fix redundant connections saved in sub-inheritancePedro J. Estébanez2017-03-151-20/+27
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* Fix node duplication in scene sub-inheritancePedro J. Estébanez2017-03-091-6/+19
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-607/+517
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -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..
* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-4/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-0/+4
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-25/+25
| | | | | | 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 Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-8/+12
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Few small fixes so tools=no and target=release compilesBastiaanOlij2017-01-101-2/+2
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* Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-12/+58
| | | | | | | | | being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-10/+10
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-28/+28
| | | | | | | | 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!
* Fixed properly not save signals that already exist in their base scenes, ↵Juan Linietsky2016-07-191-28/+23
| | | | closes #5656
* WIP bugfix for existing connectionsJuan Linietsky2016-07-191-15/+104
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* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-22/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Make both signals be ordered and samplelibrary items too, fixes scenes ↵Juan Linietsky2016-06-301-0/+4
| | | | changing for git, closes #5289
* Fixed bug in instance state ordering, closes #3904Juan Linietsky2016-06-281-1/+3
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* Fix error storing path for children of instanced nodes in .tscn, fixes #4320 ↵Juan Linietsky2016-06-201-2/+1
| | | | fixes #4579 fixes #4580
* resolve numerical error when comparing instancing an inheritance to avoid ↵Juan Linietsky2016-06-121-3/+13
| | | | saving changed properties when they didn't, closes 4759
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-1/+1
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
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* Add support for placeholders in tscn, which was missing. Closes #3652Juan Linietsky2016-02-211-1/+28
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* -Added missing functions to the doc, fixes #3583Juan Linietsky2016-02-091-1/+0
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* -Allow renaming root node of inherited sceneJuan Linietsky2016-02-091-1/+1
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* -Some changes to how scenes and scripts are overriden in scene instance and ↵Juan Linietsky2016-01-231-5/+31
| | | | | | inheritance -Fixes #3127 and also properly fixes #2958
* -Ability to retrieve state data from PackedScene, closes #3413Juan Linietsky2016-01-231-0/+33
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* -Make sure scenes properly update when switching tabs, even if sub-instances ↵Juan Linietsky2016-01-141-0/+10
| | | | changed. Fixes #3201
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -scenes are properly reloaded when a dependency changes, fixes #2896Juan Linietsky2015-12-131-0/+11
| | | | (it's clevery done so local changes to scenes are kept even if unsaved)
* -force exporting of original script exported variables on overriden scriptsJuan Linietsky2015-12-121-0/+13
| | | | | -this works around the problem of scripts being reloaded and their properties lost -fixes #2958
* -Fixed bug with scene inheritance, should work againJuan Linietsky2015-11-281-1/+82
| | | | -Proper .tscn and .tres parsing, should work, please test well!
* -better integration of ndee's themeJuan Linietsky2015-11-131-1/+1
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* -fixes disability to remove instanced nodes when reopening scene. Fixes #2610Juan Linietsky2015-10-171-3/+3
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* -fixes and more fixes to new scene system, seems stable now..reduz2015-10-161-10/+47
| | | | BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
* Large improvements on scene packing and managementreduz2015-10-101-121/+984
| | | | | -Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-3/+6
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-0/+2
| | | | -added NOTIFICATION_INSTANCED
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Bug FixesJuan Linietsky2014-11-021-0/+4
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -One liner fix for crash, line was removed accidentally.Juan Linietsky2014-10-071-0/+2
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* Build System ChangesJuan Linietsky2014-10-071-3/+23
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
* Huge Amount of BugFixJuan Linietsky2014-10-031-4/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* -fixed bug importing skeletonsJuan Linietsky2014-02-231-561/+561
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+589