Commit graph

383 commits

Author SHA1 Message Date
Hugo Locurcio
462432f89f
Add an underscore to internal group names as per engine policy
This also adds `SNAME()` macros where relevant to improve performance.
2022-07-01 20:16:25 +02:00
Rémi Verschelde
11f5d2141a
Merge pull request #61577 from YuriSizov/core-fix-events-for-moved-nodes 2022-06-27 12:02:19 +02:00
reduz
d69e3791bf Fix editor-only visibility for lights
* Update visibility again for editor-only lights if owner changes.

Fixes #26399, supersedes #52327
2022-06-23 08:19:18 +02:00
Rémi Verschelde
3e6de687b8 Node: Rename child_exited_tree to child_exiting_tree
The name was confusing as this signal is emitted around the same time as
`tree_exiting` and `NOTIFICATION_EXIT_TREE`, i.e. while the child node is
still in tree.

Fixes #59210.
2022-06-20 11:55:19 +02:00
Yuri Sizov
8e5ad7be46 Mark node groups as dirty for every children if parent is moved 2022-05-31 21:28:04 +03:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
BimDav
3e96abce07 fix a bug in get_node_and_resource 2022-05-16 19:40:59 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
kobewi
1dc7bcc83c Cleanup metadata usage 2022-05-06 00:27:10 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Fabio Alessandrelli
aee2240d5f [Net] Allow branch-specific MultiplayerAPIs.
Removes custom_multiplayer from Node.
MultiplayerAPI overrides are now set at SceneTree level, and apply to
whole branches.
Impact on performance when using only the default multiplayer or
overriding it is minimal, the use of branches can likely be further
optimized by caching nodes and relevant MultiplayerAPI IDs.
2022-04-26 17:22:54 +02:00
Rémi Verschelde
9c2ea7e296 Node: Re-add find_node as find_child, improve docs
The new name contrasts it better with `find_parent`, and makes it clear
that it only matches child/descendant nodes.

Also rename `find_nodes` to `find_children` accordingly.
2022-04-25 15:21:22 +02:00
reduz
8580f377a3 Implement Scene Unique Nodes
Implements https://github.com/godotengine/godot-proposals/issues/4096

* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
2022-04-25 12:19:17 +02:00
bruvzg
d1207a0504
[Input] Add extra shortcut_input input processing step to process Unicode character input with Alt / Ctrl modifiers, after processing of shortcuts. 2022-04-05 13:46:45 +03:00
Rémi Verschelde
8e5d927af5
Merge pull request #59590 from Calinou/rename-print-stray-nodes 2022-03-31 22:21:51 +02:00
Hugo Locurcio
a29f2bfe54
Rename Node.print_stray_nodes() to Node.print_orphan_nodes()
The "orphan" terminology is already used elsewhere.
2022-03-31 18:33:02 +02:00
Pierre-Thomas Meisels
63f7f44ccb Make vararg method bind no return and return
Type emit_signal exposed method return type

set UndoRedo add_do_method and add_undo_method exposed return void

Set TreeItem::_call_recursive_bind returns void

Set _rpc_bind and _rpc_id_bind returns void in Node

Set _call_group and _call_group_flags method returns void in SceneTree

Set godot-cpp-test CI flag to false
2022-03-30 11:43:12 +02:00
reduz
21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
Rémi Verschelde
417698c202
Merge pull request #58042 from Sauermann/fix-viewport-border-notifications
Fix Viewport mouse enter+exit notifications
2022-02-19 09:07:07 +01:00
diddykonga
78dc608aa8 Change 'find_node' to 'find_nodes' and Add 'type' parameter
Changed 'find_node' to 'find_nodes' which now returns an 'TypedArray<Node>', as well as Added a 'type' parameter to match against specific node types, which supports inheritance.
2022-02-17 01:44:13 -06:00
Markus Sauermann
415042ac89 Connect notifications from Container to Viewport
mouse enter+exit
2022-02-15 22:41:30 +01:00
Rémi Verschelde
0f5455230c
Use switch consistently in _notification (scene folder) 2022-02-15 18:44:55 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Fabio Alessandrelli
a18ba63417 [Net] Allow to use strings as method name in RPC.
Node::rpc and Node::rpc_id will now also accepts Strings instead of only
accepting StringNames.
2022-02-09 14:27:16 +01:00
Fabio Alessandrelli
d219547c96 [Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).

New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.

New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
2022-02-04 14:56:30 +01:00
bruvzg
244db37508
Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
reduz
fbd9599b04 Add a signal to notify when children nodes enter or exit tree
-Allows more fine grained notifications (hence better performance) than using the global scene tree signals (node added and removed).
-Required for #55950
2022-02-02 11:28:11 +01:00
Rémi Verschelde
d681d99e12
Merge pull request #52134 from RandomShaper/fix_naming 2022-01-20 22:01:37 +01:00
Pedro J. Estébanez
7b0ed2aa5e Rename Variant::is_ref() to is_ref_counted() 2022-01-20 18:46:25 +01:00
Bartłomiej T. Listwon
e2792cc71c Rework Node::get_node to omit is_absolute() check in best case scenario 2022-01-19 21:38:18 +01:00
Haoyu Qiu
6aecf91e4f Replicate load-as-placeholder state on node duplication 2022-01-16 15:08:03 +08:00
Pedro J. Estébanez
2db9397fb9 Clear only owners that are no longer in the same tree 2022-01-05 14:00:49 +01:00
Rémi Verschelde
91b5c358fc
Merge pull request #55512 from RandomShaper/better_node_delete 2022-01-05 10:25:13 +01:00
Rémi Verschelde
23342ac23c
Merge pull request #54987 from KoBeWi/@@Node2D@@69@@420@@@ 2022-01-04 10:08:32 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Pedro J. Estébanez
0a0381dd0a Rationalize Node removals and deletions
- Regarding preservation of owner, `free()` and `remove_child()` now behave the same: owner is kept during `tree_exiting` signal and `null` during `tree_exited`.
- `tree_exited` is emitted in the same order as `tree_exiting`.
- Superfluous code to handle cancelation of ownership is removed.
2021-12-01 14:28:59 +01:00
Max Hilbrunner
a6a2e0feb9
Merge pull request #52387 from Calinou/node-rename-path-changed-notification
Rename Node's `NOTIFICATION_PATH_CHANGED` to `NOTIFICATION_PATH_RENAMED`
2021-11-25 17:47:44 +01:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
kobewi
58146a74f7 Fix nodes being renamed into garbage upon conflict 2021-11-15 02:05:44 +01:00
megalobyte
e3def40160 Update editor description property flag 2021-11-10 13:44:54 -05:00
Rémi Verschelde
665fa3d839
Merge pull request #52943 from RandomShaper/property_pin_control_natural 2021-11-08 18:53:08 +01:00
Pedro J. Estébanez
8d6f80d367 Add property value pinning 2021-11-08 17:42:30 +01:00
kobewi
313ef412f5 Fix preview sun and environment names 2021-11-07 00:40:15 +01:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
kobewi
de4f29f458 Remove node_hrcr hack 2021-10-28 01:43:34 +02:00
Fabio Alessandrelli
7c93931751 [Net] Add call_local argument to Node.rpc_config. 2021-10-08 12:49:20 +02:00
Rémi Verschelde
b85dfd990e
GDScript completion: Handle quote style ad-hoc to remove editor dependency
`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.

Also cleans up a couple extra unused invalid includes in `core`.
2021-10-04 16:16:05 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
570cdc128f
Rename Node's filename property to scene_file_path for clarity 2021-09-30 16:50:25 +02:00