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
Juan Linietsky
a26e6c8215
Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification.
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Updated doc accordingly.
2018-01-12 08:29:24 -03:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
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Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
AndreaCatania
5ac441131e
Fixed crash on duplicate GIProbe baking
2018-01-11 19:50:33 +01:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
volzhs
d6a88cdc41
Fix crash from move_child at saving scene
2017-12-25 01:31:13 +09:00
Rémi Verschelde
e83c502939
Merge pull request #14754 from willnationsdev/dictionary-copy
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Added 'duplicate' function for Dictionary in C++ and API.
2017-12-17 23:58:59 +01:00
Will Nations
f19fc83546
Dictionary::copy -> ::duplicate
2017-12-17 16:07:15 -06:00
Matthias Hoelzl
ced1ff63a8
Improve duplication and saving of instanced scenes
2017-12-16 17:58:17 +01:00
Juan Linietsky
f3ad14224e
-Add lightmapper
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Konstantin Zaitsev
1f0e9c13a4
Fixed crash on duplicate instanced nodes ( #13432 )
2017-12-01 17:57:47 +07:00
Pedro J. Estébanez
922cf9fbb0
Fix crash on node duplication
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That happened when an instanced scene was being duplicated while it also contained nodes added to it in the scene holding the instance.
Plus:
- Add comments about the logic behind all this.
- Move the null guard to where it can protect the most, but consider it a runtime error rather that a situation we expect.
Fixes #13282 .
2017-11-25 21:14:35 +01:00
Juan Linietsky
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
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leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Will Nations
e1c907ec73
Node.duplicate(): instanced node's descendants' properties now update
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w/ original's runtime values.
2017-11-21 23:04:40 -06:00
Rémi Verschelde
613d374bc5
Merge pull request #12284 from bojidar-bg/allow-subproperty-set
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Allow for getting/setting "dotted" properties of objects
2017-11-21 22:44:14 +01:00
Bojidar Marinov
0cf9597758
Allow for getting/setting indexed properties of objects using get/set_indexed
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Performance is around the same as using pure set() through GDScript.
2017-11-21 20:58:21 +02:00
Chaosus
fc74dbabd5
Preserve duplicate signal flags
2017-11-21 11:46:19 +03:00
Pedro J. Estébanez
5a0be858f4
Let SceneTreeDock duplicate nodes via Node::duplicate()
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Helps with #11182 .
2017-11-19 21:30:17 +01:00
Pedro J. Estébanez
7286966971
Remove out-of-logic assignment of instance's original scene
2017-11-19 21:30:17 +01:00
Pedro J. Estébanez
803b3934d6
Fix duplication of signals
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- Partially revert 6496b53549
, 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 .
2017-11-19 15:07:05 +01:00
Ian
12b4e232b2
fix signals disconnecting on changing target node type
2017-11-13 17:44:58 -05:00
Chaosus
6496b53549
Duplicate signals fixes
2017-11-13 18:42:07 +03:00
Poommetee Ketson
9cadb9e5f3
Bind unbound enums, rearrange some by value
2017-10-22 01:58:02 +07:00