virtualx-engine/scene/main
Rémi Verschelde e0e21984d8 Merge pull request #6747 from RandomShaper/unify-serial-naming
Make node serial naming per-project and universal
2016-10-09 14:55:53 +02:00
..
canvas_layer.cpp Added a few functions to make 2D split screen easier. 2016-09-14 15:55:14 -03:00
canvas_layer.h Fix for #6158. Converting Vector2 to Size2 for scaling functions. 2016-09-19 23:31:45 -07:00
http_request.cpp Add http method and request data parameters 2016-09-05 13:38:00 -03:00
http_request.h Add http method and request data parameters 2016-09-05 13:38:00 -03:00
instance_placeholder.cpp Add missing license headers in our source files (#5255) 2016-06-18 14:46:12 +02:00
instance_placeholder.h Add missing license headers in our source files (#5255) 2016-06-18 14:46:12 +02:00
node.cpp Refactor node naming APIs used by editor 2016-10-08 21:49:16 +02:00
node.h Refactor node naming APIs used by editor 2016-10-08 21:49:16 +02:00
resource_preloader.cpp
resource_preloader.h
scene_main_loop.cpp Renamed the bind_native functions to bind_vararg, should make it show the documentation more clearly and also make it easier to bind to C# 2016-09-07 19:39:57 -03:00
scene_main_loop.h -High Level protocol optimization (should be smaller) 2016-08-22 01:19:24 -03:00
SCsub
timer.cpp Now the timer could be paused 2016-03-31 18:23:16 -03:00
timer.h Now the timer could be paused 2016-03-31 18:23:16 -03:00
viewport.cpp Added simple check to viewport, if matrix32 is invesile (https://github.com/godotengine/godot/issues/6296). 2016-10-08 12:33:10 +02:00
viewport.h Restore viewport set_world_2d functionality 2016-09-14 15:18:00 +02:00