foxydevloper
f807c7e569
Name nodes added from drag & drop by name_casing
...
(cherry picked from commit 07a8f0fe38
)
2021-08-03 10:18:04 +02:00
Eric M
7b6b402a0c
Added Node name to print() when printing Nodes.
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(cherry picked from commit 3ca25ffe8a
)
2021-07-20 13:05:09 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
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Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
2021-05-04 14:45:16 +02:00
abaire
b032067e42
Relaxes Node naming constraints in glTF documents to match the Editor.
2021-03-12 08:35:50 -08:00
hilfazer
28fa0f5d13
Prevent selecting hidden nodes in Canvas Item Editor
2021-02-20 20:30:16 +01:00
kobewi
637117c8d1
[3.2] Add node copy-paste
2021-02-13 14:27:36 +01:00
Rémi Verschelde
bc47a8ae00
Merge pull request #39533 from hilfazer/editable-children-bugfixes
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Fix Editable Children issues with node renaming, moving, duplicating and instancing.
2021-01-18 12:31:12 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
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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 🎆
(cherry picked from commit b5334d14f7
)
2021-01-13 16:17:06 +01:00
hilfazer
6dbc08668b
Move Editable Children information from scene's root to instanced nodes
2020-10-26 11:55:47 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
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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
Hugo Locurcio
ae76c62601
Implement Node::get_process_priority()
and its associated property
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This closes #33660 .
2019-11-17 17:48:50 +01:00
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
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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
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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
qarmin
01cc7a996b
Use reference to constant in functions
2019-07-10 11:54:12 +02:00
Daw11
04d0371648
Add a monitor for the orphan nodes
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- 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
a18989602b
Clean up notifications and merge Node and MainLoop ones for clarity, closes #27614
2019-04-04 10:34:41 -03:00
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
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
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Juan Linietsky
e647342140
Moved folding outside the resource files, now saved outside the project.
2018-10-29 16:37:09 -03:00
Unknown
0fdbf6b2ef
Added find_parent method to node class
2018-09-15 18:22:29 +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
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
Andrea Catania
51dfa10ac7
Implemented proceses priority
2018-07-23 12:19:38 +02:00
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
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
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
Artem Varaksa
d35e486228
Clean up some bad words from code comments
2018-02-17 16:00:39 +03:00
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
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
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
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
Chaosus
6496b53549
Duplicate signals fixes
2017-11-13 18:42:07 +03:00
AndreaCatania
4537977d6d
Renamed fixed_process to physics_process
2017-09-30 16:19:07 +02:00
Rémi Verschelde
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00