AlexHolly
cf7ba8e390
fix remove_and_skip()
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(cherry picked from commit 3f78f1f17d
)
2017-03-19 00:38:36 +01:00
Ignacio Etcheverry
94653f0e88
Fix connection errors when replacing node
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- Avoid connecting the signals to nonexistent methods
- Preserve only persistent connections
(cherry picked from commit d210ac66ef
)
2017-03-19 00:38:30 +01:00
Rémi Verschelde
f8db8a3faa
Bring that Whole New World to the Old Continent too
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Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6
.
2017-03-19 00:36:26 +01:00
Rémi Verschelde
dbf0137576
Style: Fix statements ending with ';;'
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(cherry picked from commit f44ee891be
)
2017-03-18 21:14:33 +01:00
Pedro J. Estébanez
7b27cc91b1
Remove warning on owner re-assignment
2017-03-15 12:28:38 +01:00
Pedro J. Estébanez
bbbc3a91c9
Add flags parameter to Node.duplicate()
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to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method work as usual, that is, including everything
2017-02-20 19:43:26 +01:00
Rémi Verschelde
d8223ffa75
Welcome in 2017, dear changelog reader!
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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!
(cherry picked from commit c7bc44d5ad
)
2017-01-12 19:15:30 +01:00
Bojidar Marinov
13cdc2a6f5
Guard agains duplicate calling of _ready when instanced in _enter_tree
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Fixes #6005
(cherry picked from commit 184173a9b9
)
2017-01-12 19:15:26 +01:00
Ignacio Etcheverry
7e3360ae01
Keep groups when replacing nodes
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(cherry picked from commit 305956bf70
)
2016-11-15 08:28:11 +01:00
Juan Linietsky
9de33e18f1
WIP bugfix for existing connections
2016-07-19 20:20:28 -03:00
Rémi Verschelde
454b210242
Remove unused variables (third pass) + dead code
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:16:21 +02:00
Juan Linietsky
17e4ead62a
Fix several bugs related to node duplication and signals, closes #5405
2016-07-06 21:43:31 -03:00
Juan Linietsky
5065e46381
Change method of storing folding, solves problems with inheritance, closes #3395
2016-06-28 13:10:15 -03:00
Saracen
912afb129f
Make return type explicit.
2016-06-21 12:41:28 +01:00
Juan Linietsky
d76ee09774
property remove parent owned nodes when using replace, fixes #4128
2016-06-20 22:57:07 -03:00
Juan Linietsky
37ed2bae69
Better error text when trying to add/remove/move child nodes in a busy parent, closes #4838
2016-06-13 22:46:18 -03:00
Ignacio Etcheverry
dc2ea39f24
Preserve signal connections when replacing the target node
2016-06-09 16:47:34 +02:00
Juan Linietsky
d61b91cbe0
-Heavily improved editor startup and exit performance
2016-06-07 22:10:09 -03:00
Juan Linietsky
3ae61f2292
Created a NodeDock with signals and groups
2016-06-04 13:19:08 -03:00
Juan Linietsky
c195c0df6b
-Added configuration warning system for nodes
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-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
Paulb23
aee156dc02
Node duplication positions under duplicated node, issue 964
2016-05-13 20:05:52 +01:00
Juan Linietsky
d7318f6965
-begun implementing drag & drop editor wide
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-filesystem dock dnd support
-property list dnd support
-scene tree dnd support
2016-05-11 11:59:03 -03:00
Ignacio Etcheverry
1e752c0120
Fix wrong return and argument types in documentation
2016-05-04 15:35:09 +02:00
Ignacio Etcheverry
3029f5ee02
Keep editable instances data when replacing tree root node
2016-04-12 20:49:43 +02:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Juan Linietsky
b30839fb08
-make sure instance placeholder works with duplicate(), fixes #3378
2016-01-22 19:36:40 -03:00
hondres
4c753f60b1
duplicate groups and signals
2016-01-20 00:08:04 +01:00
Juan Linietsky
b988f016fd
forgot to bind NOTIFICATION_INSTANCED, closes #2261
2016-01-03 12:57:19 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
reduz
875bff2c4e
-fix loading of samples in mod, s3m and xm. Fixes #2553
2015-12-29 16:06:45 -03:00
reduz
2f19260fb7
-restrict gui root from being removed while performing input, fixes #2578
2015-12-29 10:01:29 -03:00
reduz
e0d21d2158
Ability to set autoloads as singleton global variables
2015-12-28 15:59:20 -03:00
Rémi Verschelde
d4993b74fc
Add missing argument names in GDScript bindings
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All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Juan Linietsky
ecad3a285f
better unique name resolution, as suggested i #3017
2015-12-08 11:33:30 -03:00
Juan Linietsky
3c33b705d1
added option to add_child, to use the same deduplication convention as in the editor, closes #3017
2015-12-08 11:21:12 -03:00
Ariel Manzur
8adc4ef65b
windows crash and bind placeholder method
2015-11-14 11:14:17 -03:00
Juan Linietsky
f11fdb611e
Merge pull request #2556 from volzhs/fix_miss_bind_findnode
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fix miss bind for Node::find_node
2015-10-17 10:02:43 -03:00
reduz
078a474135
-fixes and more fixes to new scene system, seems stable now..
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BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
2015-10-16 19:11:23 -03:00
reduz
422929e87f
Large improvements on scene packing and management
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-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
2015-10-10 09:09:09 -03:00
volzhs
1630f0ad35
fix miss bind for Node::find_node
2015-09-30 21:55:31 +09:00
Juan Linietsky
cbee679bd7
live debug fixes
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removing node in live debugging fixed
2015-08-02 20:28:10 -03:00
Juan Linietsky
59961c9914
Live edit WORK IN PROGRESS
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1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
Juan Linietsky
95047562d7
Several performance improvements, mainly in loading and instancing scenes and resources.
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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.
2015-06-29 00:29:49 -03:00
Juan Linietsky
e9bbb97acc
Multiple scene editing *POTENTIALLY UNSTABLE*
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-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
2015-06-22 00:04:15 -03:00
Juan Linietsky
8228fea02f
missing changes
2015-06-14 02:13:47 -03:00
Juan Linietsky
f052153983
Added Node.find_node(mask) function
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by popular request
2015-06-08 00:33:10 -03:00
Juan Linietsky
9b692b174b
-convert to subscene keeps signal connections, fixes #1863
2015-05-10 15:45:33 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
e7ba4eca9f
-function remove_and_delete_child removed. Just use child.free() or child.queue_free() instead. Fixes #1603
2015-04-09 00:49:48 -03:00
marynate
61fcca7111
Add Stop pause mode implementation
2014-12-28 00:29:12 +08:00