Hugo Locurcio
87f503310b
Tweak dozens of editor property hints for consistency
...
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
2021-05-25 02:50:35 +02:00
kleonc
81388db8a7
Node::add_child Check for cyclic dependency
...
Node Replace string addition with vformat()
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-24 21:53:11 +02:00
Fabio Alessandrelli
8a2a446174
[Net] Fix rpc/rpc_id error message.
...
The check was updated to expect a `StringName` instead of a `String` but
the error message still reported it should be a `String`.
2021-05-03 15:45:36 +02:00
Nathan Franke
2a8c59c171
Use Array for node configuration warnings
...
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-04-11 23:25:38 -05:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements
2021-04-05 14:09:59 +02:00
Marcel Admiraal
755c70b871
Rename Array.invert() to Array.reverse()
...
Does the same internally for List and Vector<>, which includes all
PackedArray types.
2021-03-21 10:20:08 +00:00
Anshul7sp1
91181c2086
Fixes small typos and grammar correction
2021-03-12 19:05:16 +05:30
Rémi Verschelde
27dea9366f
Merge pull request #46510 from hilfazer/nested_scene_duplication_4_0
...
Support for duplication of nested instanced scenes
2021-03-11 21:39:43 +01:00
hilfazer
72134a7f2a
Support for duplication of nested instanced scenes
2021-03-11 19:26:15 +01:00
Rémi Verschelde
83b1acdc60
Merge pull request #45545 from abaire/relaxes_gltf_name_sanitization
...
Relaxes node name sanitization in gltf documents.
2021-03-09 14:54:33 +01:00
Oliver Dick
0559fc58d1
SceneTreeDock: Changed "Save Branch as Scene" to make use of Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
...
- Removed Node::duplicate_and_reown method as it is not used anymore
2021-02-28 17:19:01 +01:00
hilfazer
1810654369
Prevent crash when clicking Mesh in MeshInstance when is scene root
2021-02-26 19:28:09 +01:00
abaire
61cc1c8624
Relaxes Node naming constraints in glTF documents to match the Editor.
2021-02-24 08:22:27 -08:00
Rémi Verschelde
8c5d4770e9
Merge pull request #46243 from Calinou/improve-get-node-error-message
...
Improve the `get_node()` error message to be more descriptive
2021-02-22 13:02:48 +01:00
Hugo Locurcio
e6abdc943d
Improve the get_node()
error message to be more descriptive
...
- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.
See #46214 .
2021-02-22 12:19:23 +01:00
hilfazer
442e550114
Prevent selecting hidden nodes in 3D and Canvas Item editors
2021-02-21 11:58:31 +01:00
reduz
083aa9b95e
Refactor Process Mode
...
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192
* PauseMode is now ProcessMode, containing the following states:
```
PROCESS_MODE_INHERIT, // same as parent node
PROCESS_MODE_NORMAL, // process only if not paused
PROCESS_MODE_PAUSE_ONLY, // process only if paused
PROCESS_MODE_ALWAYS, // process always
PROCESS_MODE_DISABLED, // never process
```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
reduz
64140eaf42
Reorganize Project Settings
...
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde
e7ab3a4132
Merge pull request #34892 from KoBeWi/copy-pasta_v7
...
Yet another node copy-paste PR
2021-02-12 23:16:31 +01:00
kobewi
36494e8526
Duplicate resources pasted to other scenes
2021-02-12 22:38:38 +01:00
MarvinFF
4c528e76e7
Fix Node::rpc_config
return error
...
Fix StringName type checks in other `_rpc*_bind` methods.
2021-02-11 11:52:52 +01:00
reduz
1aa2823fa3
Removed _change_notify
...
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
nemerle
022c2952fc
Node::replace_by was not copying node properties - removed the dead code.
...
The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
2021-02-01 16:47:27 +01:00
kobewi
05f29b16b6
Change how editable children data is stored
...
Co-authored-by: hilfazer <az13337@gmail.com>
2021-01-17 23:37:40 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
...
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde
e4c0572385
Merge pull request #44593 from madmiraal/rename-mainloop-methods
...
Rename MainLoop methods to match Node methods
2020-12-28 14:44:28 +01:00
Marcel Admiraal
5b937d493f
Rename empty() to is_empty()
2020-12-28 10:39:56 +00:00
Marcel Admiraal
d9e9eb8d04
Rename MainLoop methods to match Node methods
2020-12-22 12:34:57 +00:00
Tomasz Chabora
31cb04fbdd
Move initialization of some classes to headers
2020-12-11 18:20:03 +01:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
...
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Hugo Locurcio
5770e08c2a
Remove property groups for Pause Mode and Script
...
Each of those only grouped 1 property, making them useless.
This closes https://github.com/godotengine/godot-proposals/issues/1840 .
2020-11-15 16:01:10 +01:00
reduz
127458ed17
Reorganized core/ directory, it was too fatty already
...
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String
to use UTF-32 encoding on all platforms.
2020-09-03 19:56:24 +03:00
SekoiaTree
bdf614d3d7
Made get_child support negative indexes, with documentation
2020-09-01 11:34:36 +02:00
Tomasz Chabora
677796a2c3
Expose NOTIFICATION_POST_ENTER_TREE
2020-08-12 13:31:32 +02:00
Rémi Verschelde
d7e00a20a6
Merge pull request #40724 from KoBeWi/weird_condition_ 🤔
...
Fix ultra long node names
2020-07-26 21:58:06 +02:00
Tomasz Chabora
d3f2062d86
Fix ultra long node names
2020-07-26 15:29:50 +02:00
George Marques
2b9d9bc364
Remove multilevel calls
...
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
Juan Linietsky
438c380458
Add a separate application focus/in notification out from Window focus notification.
2020-06-30 10:40:06 -03:00
Maganty Rushyendra
a2392039af
Fix signal duplication bug when duplicating node with instanced children
...
Change error checking in `duplicate_signals()` to check for path to
`p_original`, thus adhering to the method used in `duplicate`, instead
of checking for ownership.
2020-06-09 21:24:05 +08:00
Dominik 'dreamsComeTrue' Jasiński
7f5c81c32f
Replace 'add_child_below_node' with 'add_sibling' in Node
...
Fixes : #19642
2020-05-15 22:02:00 +02:00
Rémi Verschelde
0ee0fa42e6
Style: Enforce braces around if blocks and loops
...
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde
07bc4e2f96
Style: Enforce separation line between function definitions
...
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027 .
2020-05-14 16:54:55 +02:00
Rémi Verschelde
0be6d925dc
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
...
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027 .
2020-05-14 16:54:55 +02:00
Rémi Verschelde
69de7ce38c
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
...
Part of #33027 .
2020-05-10 13:13:54 +02:00
Juan Linietsky
5d4dc2d45c
Add ability to bind typed arrays to script API
...
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Tomasz Chabora
c1023157eb
Remove Node.get_position_in_parent()
2020-04-06 01:19:20 +02:00
lupoDharkael
95a1400a2a
Replace NULL with nullptr
2020-04-02 13:38:00 +02:00
Juan Linietsky
4758057f20
Working multiple window support, including editor
2020-03-26 15:49:40 +01:00
Juan Linietsky
8e6960a69e
Refactored input, goes all via windows now.
...
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Rémi Verschelde
f742dabafe
Signals: Manually port most of remaining connect_compat uses
...
It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Hugo Locurcio
393a3c3122
Improve the Node.add_child_below_node()
documentation
...
This closes https://github.com/godotengine/godot-docs/issues/2730 .
2020-02-27 18:41:18 +01:00
Juan Linietsky
33b5c57199
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
...
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky
3c0059650d
Added StringName as a variant type.
...
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Fabio Alessandrelli
cbc450c0e5
Huge Debugger/EditorDebugger refactor.
2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c
Reworked signal connection system, added support for Callable and Signal objects and made them default.
2020-02-20 08:24:50 +01:00
Rémi Verschelde
54ac8eaba6
Remove more deprecated methods and code
2020-02-13 12:37:45 +01:00
Andrea Catania
eb07e87981
Optmized data sent during RPC and RSet calls.
...
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Marcel Admiraal
f0db13502a
Remove duplicate WARN_PRINT macro.
2020-02-05 11:13:24 +01:00
Tomasz Chabora
bbc36dbc67
Don't show conf warning if script is not tool
2020-01-07 21:28:16 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
...
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Martin Capitanio
a7df198c94
Setting the node process priority should not trigger an error
...
Fixes #33749
This function can be called outside the scene tree.
2019-11-21 18:08:52 +01:00
Hugo Locurcio
ae76c62601
Implement Node::get_process_priority()
and its associated property
...
This closes #33660 .
2019-11-17 17:48:50 +01:00
PouleyKetchoupp
139c0a4afe
Expose Node::update_configuration_warning() to scripts
...
This method can be used to generate custom node warnings by script.
Node::_get_configuration_warning was already exposed to generate custom warnings, but it wasn't fully usable without being able to notify the scene tree when the warning needs to appear or change.
2019-10-17 12:20:35 +02:00
Rémi Verschelde
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
...
Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
qarmin
17732fe698
Added some obvious errors explanations
2019-09-25 10:28:50 +02:00
fhuya
a7712cc9e4
Add new events and accompanying logic to notify when the app is paused and resumed on Android devices.
2019-09-19 13:29:49 -07:00
Hugo Locurcio
9eb10f1e4a
Add an editor_description
property to Node for documentation purposes
...
It is implemented using editor-only metadata, in a way similar to
edit locking or Position2D gizmo extents.
This closes #2082 .
2019-08-23 15:53:07 +02:00
Hugo Locurcio
c62302a432
Improve the scene tree signals/groups tooltip
...
The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
2019-08-17 14:20:16 +02:00
Tomasz Chabora
af5e0fff66
Remove ERR_EXPLAIN from scene/* code
2019-08-09 13:54:52 +02:00
Rémi Verschelde
4d7439adaa
Merge pull request #31185 from mitchcurtis/get_path
...
Improve error message in Node::get_path()
2019-08-08 14:05:49 +02:00
Rémi Verschelde
f0ad034a1d
Merge pull request #31182 from mitchcurtis/remove_child
...
Improve error message in Node::remove_child()
2019-08-08 11:20:50 +02:00
Mitch Curtis
ae4a382dd2
Improve error message in Node::remove_child()
2019-08-08 09:38:32 +02:00
Mitch Curtis
c332eab864
Improve error message in Node::get_path()
2019-08-07 21:16:54 +02:00
Rémi Verschelde
05d58a4e6a
Merge pull request #31122 from Muller-Castro/enhancement
...
Unnecessary reassignments
2019-08-07 15:23:38 +02:00
qarmin
e0b5b21863
Add some code changes/fixes proposed by Coverity and Clang Tidy
2019-08-07 12:54:30 +02:00
Muller-Castro
ffacd0a148
Removed unnecessary reassigns
...
Those assignments are duplicated since add_to_group() or remove_from_group() aren't changing the state of those members.
2019-08-06 17:40:47 -03:00
qarmin
6cbaf7662f
Changed some code showed in LGTM and Coverage
2019-07-20 08:09:57 +02:00
Rémi Verschelde
111154a4a5
Merge pull request #30498 from bojidar-bg/30495-cannot-insert-key
...
Fix inability to insert keys via Insert Key context menu
2019-07-11 19:36:33 +02:00
Bojidar Marinov
8ecbb6a20d
Fix inability to insert keys via Insert Key context menu
...
Fixes #30495
2019-07-10 21:03:04 +03:00
qarmin
01cc7a996b
Use reference to constant in functions
2019-07-10 11:54:12 +02:00
Rémi Verschelde
6b30f284a0
Merge pull request #29980 from Dentrax/directed-by-qarmin
...
Fix some editor crashes
2019-07-01 14:59:29 +02:00
Furkan Türkal
7d8d337b2c
fix some crashes
2019-07-01 14:28:29 +03:00
Rémi Verschelde
eaaff9da31
Merge pull request #29941 from qarmin/redundant_code_and_others
...
Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
Rémi Verschelde
6e9272eea8
Node: Fix logic of has/get_node_and_resource and document it
...
Also document NodePath.
2019-06-26 15:46:32 +02:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
Rémi Verschelde
6d16f2f053
Fix error macro calls not ending with semicolon
...
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Rémi Verschelde
0823ae7ae4
Node::duplicate: Don't set name if original node is nameless
...
In practice this only happens when duplicating a node which is not in
the scene tree yet, as nameless nodes get assigned a generated name
when added to the scene tree.
Fixes #27319 .
2019-05-28 12:40:44 +02:00
PouleyKetchoupp
3f174c86d0
Fixed scene tree update after changing node name in tool script
2019-05-24 15:27:22 +02:00
Rémi Verschelde
9dc9434b1b
Merge pull request #24437 from mateusfccp/single_quotes_option
...
Add settings for single-quotes on completion
2019-04-30 14:58:33 +02:00
Rémi Verschelde
201cdd358a
Merge pull request #28140 from Daw11/orphan-nodes
...
Add a monitor for the orphan nodes
2019-04-22 11:55:15 +02:00
Hein-Pieter van Braam-Stewart
20b0046945
Object::script may not be a valid Ref<Script>
...
It appears that Object::script may be a valid ScriptInstance but not be
castable to Ref<Script>. There were only 5 places in the code that made
this assumption. This commit fixes that.
2019-04-20 02:13:28 +02:00
Daw11
04d0371648
Add a monitor for the orphan nodes
...
- Allow the user to keep track of the nodes that might leak
- Possible fix for #27103
2019-04-17 23:13:16 +02:00
Juan Linietsky
c1dcdf6109
No more metadata and dependency indices kept in resources saved.
...
-Node folding is now saved externally together with the properties
-External resources remember their ID when scenes are saved.
2019-04-11 14:36:58 -03:00
Rémi Verschelde
50ef456c78
Merge pull request #26803 from ptrojahn/emptynode
...
Make get_node return NULL for empty NodePaths
2019-04-05 16:55:42 +02:00
Juan Linietsky
a18989602b
Clean up notifications and merge Node and MainLoop ones for clarity, closes #27614
2019-04-04 10:34:41 -03:00
Paul Trojahn
97e8c88ce7
Make get_node return NULL for empty NodePaths
...
Fixes #25292
2019-03-08 21:31:36 +01:00
K. S. Ernest (iFire) Lee
b83c3827f3
Add check in folding to see if the nodepath exists to avoid message spam.
2019-01-30 20:19:44 -08:00
Rémi Verschelde
1ff170e67f
Redo serial name fixup from 799ed2b989
...
reduz wanted the original PR reverted due to issues, so this follow-up had to be too
(done in 8cb54182ad
). But he ended up adapting part of
the original PR in 27d7772381
without including this fix.
2019-01-11 23:02:57 +01:00
Juan Linietsky
27d7772381
Rewrote rename logic to be less buggy and more efficient, fixes #23803 and probably many recent bugs using GraphEdit
2019-01-10 18:58:16 -03:00
Rémi Verschelde
8cb54182ad
Revert "Node: make _generate_serial_child_name manipulate numbers as String"
...
This reverts commits 1025e3ecea
and 799ed2b989
.
2019-01-10 22:40:42 +01:00
volzhs
799ed2b989
Fix strip out spaces while generating serial number for node name
2019-01-08 22:37:45 +09:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Mateus Felipe C. C. Pinto
ca1935d6f7
Add settings for single-quotes on completion
2018-12-18 12:48:36 -02:00
lupoDharkael
1025e3ecea
Node: make _generate_serial_child_name manipulate numbers as String
...
The conversion from an String to int can overflow int and int64
so it is safer to manipulate strings when we try to find the next
available name for a Node.
2018-11-21 14:18:34 +01:00
Juan Linietsky
2d6b994e47
Massive speed up on deleting nodes, fixes #18673
...
Also makes the editor exit faster
2018-11-18 11:48:21 -03:00
Juan Linietsky
c5656b7468
Merge pull request #23564 from endragor/fix-remove-child-ordering
...
Notify node's moved children after sibling removed
2018-11-14 20:30:41 +01:00
Juan Linietsky
f2e54057ae
-Moved EditorDefaultValue to ClassDB, made it core
...
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
Ruslan Mustakov
3b02cd3e71
Notify node's moved children after sibling removed
...
Fixes #16213 .
2018-11-07 16:31:25 +07:00
Juan Linietsky
e647342140
Moved folding outside the resource files, now saved outside the project.
2018-10-29 16:37:09 -03:00
DualMatrix
6afedaa498
Fixed error when duplicating a scene which has connection
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Fixed error when duplicating a scene which has connection
2018-10-11 01:30:12 +02:00
Rémi Verschelde
344a453bb8
Merge pull request #22681 from akien-mga/fix-warnings
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Fix warnings on release builds and some MSVC warnings
2018-10-03 19:05:55 +02:00
Rémi Verschelde
95131e6f23
Fix warnings on release builds (not DEBUG_ENABLED)
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Fixes the following Clang 5 warnings:
```
modules/bmp/image_loader_bmp.cpp:46:60: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
modules/bmp/image_loader_bmp.cpp:48:61: warning: comparison of unsigned expression < 0 is always false [-Wtautological-compare]
drivers/png/image_loader_png.cpp:231:20: warning: comparison of unsigned expression >= 0 is always true [-Wtautological-compare]
scene/gui/graph_edit.cpp:1045:8: warning: comparison of constant 0 with expression of type 'bool' is always false [-Wtautological-constant-out-of-range-compare]
core/class_db.cpp:812:13: warning: unused variable 'check' [-Wunused-variable]
core/io/file_access_pack.cpp:172:11: warning: unused variable 'ver_rev' [-Wunused-variable]
core/math/bsp_tree.cpp:195:13: warning: unused variable 'plane' [-Wunused-variable]
core/math/bsp_tree.cpp:168:6: warning: unused variable 'plane_count' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:685:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:706:10: warning: unused variable 'ok' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:755:19: warning: unused variable 'var_type' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:1306:12: warning: unused variable 'err' [-Wunused-variable]
modules/gdscript/gdscript_function.cpp:158:15: warning: unused function '_get_var_type' [-Wunused-function]
modules/gdscript/gdscript_parser.cpp:750:20: warning: unused variable 'lv' [-Wunused-variable]
modules/gdscript/gdscript_parser.cpp:59:15: warning: unused function '_find_function_name' [-Wunused-function]
scene/main/node.cpp:2489:13: warning: unused function '_Node_debug_sn' [-Wunused-function]
```
2018-10-03 17:34:55 +02:00
DualMatrix
cb9559350f
Fixed error when duplicating node from editor.
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Fixed error when duplicating node from editor.
2018-10-03 14:59:16 +02:00
Max Hilbrunner
d878c828b5
Merge pull request #22115 from akerudesu/find-parent
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Added find_parent method to node class
2018-09-22 17:15:38 +02:00
Unknown
0fdbf6b2ef
Added find_parent method to node class
2018-09-15 18:22:29 +02:00
DualMatrix
b0d9f7686c
Made duplicate_and_reown preserve groups
2018-09-14 18:13:41 +02:00
Rémi Verschelde
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Juan Linietsky
4b6846a59d
Ensure that tree_exited signal really happens after tree exited, fixes #19641
2018-09-07 15:31:53 -03:00
Rémi Verschelde
52466d57e9
Make some debug prints verbose-only, remove others
2018-08-24 14:59:01 +02:00
Rémi Verschelde
404ee1a56b
Style: Fix issues that went past CI
2018-08-21 21:28:06 +02:00
volzhs
4e9795aa99
Fix not to show configuration warning on every node has script
2018-08-15 21:35:06 +09:00
Juan Linietsky
ef5095720b
-Deprecate ImageTexture::load
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-Add warning to Image::load when loading resources
-Add script binding for get_configuration_warning
2018-08-14 16:53:20 -03:00
Andrea Catania
c1860fe88b
Fixed process priority
2018-08-04 14:51:44 +02:00
Juan Linietsky
15db793ef2
Ensure process notification is received only if really enabled, fixes #7894
2018-07-29 21:20:41 -03:00
Juan Linietsky
172f652dc0
Merge pull request #19888 from AndreaCatania/pry
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Implemented proceses priority
2018-07-23 07:21:38 -03:00
Andrea Catania
51dfa10ac7
Implemented proceses priority
2018-07-23 12:19:38 +02:00
Rémi Verschelde
7c9f7452f4
Style: Format code with clang-format 6.0.1
2018-07-18 16:27:03 +02:00
Max Hilbrunner
465edbd2bc
Merge pull request #19853 from khairul169/duplicate_bug
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Fix duplicate method on instanced node generates duplicated children.
2018-07-03 18:48:45 +02:00
Juan Linietsky
2dc738ce27
-Fixes to how hashing happened, now StringName and NodePath use default hasher, this was leading to some severe slowdown in scenarios
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-Fixes to some duplication scenarios for instanced scenes
2018-07-02 15:08:35 -03:00
khairul169
8e03715a5c
Fix duplicate bug
2018-06-30 17:35:51 +07:00
Marcelo Fernandez
8c1c7ff131
Add missing NULL checks for add_child_below_node
2018-06-19 22:47:34 -03:00
Fabio Alessandrelli
1400f6fdc4
Refactor RPCMode enum and checks
2018-05-29 20:26:41 +02:00
Max Hilbrunner
4c69a495c9
Revert "RPCMode refactor, more sync modes"
2018-05-29 11:47:52 +02:00
Fabio Alessandrelli
9de4ffde61
Refactor RPCMode enum and checks
2018-05-26 10:43:43 +02:00
Juan Linietsky
005b69cf6e
-New inspector.
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
-
2018-05-15 17:14:31 -03:00
Fabio Alessandrelli
234914c42c
Rename multiplayer_api to just multiplayer.
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Only the class name retain the MultiplayerAPI name
2018-05-08 10:51:04 +02:00
Juan Linietsky
7b065a59fa
Merge pull request #15911 from Zephilinox/ready_signal
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Add ready signal to Node
2018-05-07 17:56:10 -03:00
Rémi Verschelde
b774156729
Merge pull request #18514 from neikeq/api-hash-fixes
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API hash fixes
2018-05-03 14:36:32 +02:00
volzhs
6758b6c131
Check invalid node name
2018-05-03 00:00:06 +09:00
Ignacio Etcheverry
7034d48032
Fix binding some core API methods only in tools builds
2018-04-29 19:49:26 +02:00
Geoffrey
8362ce4769
Made print_tree_pretty() function which displays scene tree graphically
2018-04-09 15:01:37 +02:00
Juan Linietsky
e9e5aa617e
Merge pull request #17227 from Faless/multiplayer_api
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[RFC] MultiplayerAPI refactor
2018-04-08 11:04:16 -03:00
Juan Linietsky
4ee3f3251d
Merge pull request #17382 from bojidar-bg/13971-path-array-unsaved
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Duplicate Arrays and Dictionaries when instancing scene in editor
2018-04-08 09:39:03 -03:00
Bojidar Marinov
9f6c0c6eae
Duplicate Arrays and Dictionaries when instancing scene in editor
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Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate
Fixes #13971
2018-03-13 17:18:08 +02:00
Link
611c050469
Fix switching WindowDialog types leaves garbage buttons
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We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`.
Fixes : #16350
2018-03-07 18:28:29 +08:00
Fabio Alessandrelli
5081ced57f
Use MultiplayerAPI class for high level networking
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Remove networking related logic from Node and SceneTree.
SceneTree now simply relay all networking related stuff to
MultiplayerAPI for compatibility
2018-03-03 18:34:22 +01:00
luz.paz
612ab4bbc6
Fix typos with codespell
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
2018-02-21 19:46:06 +01:00
Zephilinox
a826fb8d8b
Add ready signal to Node
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Closes #15889
2018-01-20 21:57:59 +00:00
Rémi Verschelde
9f479f096c
Fix typos in code and docs with codespell
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00