Commit Graph

549 Commits

Author SHA1 Message Date
Pedro J. Estébanez 259ed1d400 Improve popup menus usability
It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.

This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.

This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.

This improves UX a bit by saving unnecessary clicks.

From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
2018-04-07 01:06:02 +02:00
Rémi Verschelde 01bb39ac3f
Merge pull request #17321 from LinkDoyle/issue_16350
Fix switching WindowDialog types leaves garbage buttons
2018-03-23 11:38:59 +01:00
Ruslan Mustakov 47747718d6 Fix oversampled font artifacts after resize
Font update after resize relies on the viewport size which was updated
after the font was already refreshed, which resulted in artifacts when
it was rendered into the actual/new viewport size.

Fixes #15173.
2018-03-19 20:44:26 +07:00
Fabio Alessandrelli c531262190
Merge pull request #16947 from Faless/ui_actions
GUI elements ui_action usage, improvements
2018-03-16 20:55:11 +01:00
Hein-Pieter van Braam 99f286e23f
Merge pull request #17264 from poke1024/fix-gesture-key-event-accepted
Fix gesture events being blocked
2018-03-15 23:13:04 +01:00
Bojidar Marinov 9f6c0c6eae
Duplicate Arrays and Dictionaries when instancing scene in editor
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
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
eon-s 5e427190bc Added create_instance
Allows to create an instance from an `InstancePlaceholder` without removing the placeholder.

Deprecates `replace_by_instance`.
2018-03-05 22:57:17 -03:00
Bernhard Liebl 166c2bdea7 Fix gesture events being blocked 2018-03-04 22:19:10 +01:00
Fabio Alessandrelli 5081ced57f Use MultiplayerAPI class for high level networking
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
Ranoller 979dccbd8d
FIX Windows enter/exit mouse notifications
Fix to this issue #17202
2018-03-03 03:42:38 +01:00
Rémi Verschelde ce7da2c7d6 Viewport: Fix missing tooltips w/ disabled physics object picking
Previously this option seemed to be the sole responsible for enabling
physics processing in Viewport, while several other features like
tooltips and debugging collision hints rely on it.

All this logic is moved to internal processing (it's incorrect to let
it be affected by users disabling physics/idle processing), and disabling
physics object picking no longer affects the internal physics processing.

Fixes #17001.
2018-03-01 16:01:10 +01:00
Hein-Pieter van Braam d702d7b335 Fix various valgrind reported uninitialized variable uses 2018-02-28 21:55:13 +01:00
Rémi Verschelde 23ebae01dc Refactor version macros and fix related bugs
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
2018-02-23 20:15:29 +01:00
Fabio Alessandrelli 90b9449844 Properly set input as handled when closing modal 2018-02-23 13:01:28 +01:00
luz.paz 612ab4bbc6 Fix typos with codespell
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
Zephilinox a826fb8d8b Add ready signal to Node
Closes #15889
2018-01-20 21:57:59 +00:00
Rémi Verschelde 598724c043 Remove obsolete Viewport _update_rect() code 2018-01-18 22:37:45 +01:00
Rémi Verschelde 9f479f096c Fix typos in code and docs with codespell
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.
Updated doc accordingly.
2018-01-12 08:29:24 -03:00
Bojidar Marinov 9b8e8b2220
Bind many more properties to scripts
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
Poommetee Ketson 768fd83e61 Fix typo in new strings 2018-01-06 21:33:11 +07:00
Juan Linietsky 90d47ae23d Force button release when window focuses out, fixes #15318 and likely many other issues. 2018-01-05 15:40:08 -03:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
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 ffd6838704
Merge pull request #15192 from volzhs/expose-quit-on-go-back
Bind SceneTree::set_quit_on_go_back() to gdscript
2018-01-03 12:14:16 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Noshyaar 7d0212f4eb
Merge pull request #14953 from poke1024/fix-toolbar-gesture
Hide tooltip on gesture input
2018-01-01 18:53:11 +07:00
volzhs c132d873b1 Bind SceneTree::set_quit_on_go_back() to gdscript
Fix #15189
2017-12-30 21:15:17 +09:00
Bernhard Liebl 098bcf55d0 More efficient subwindow handling 2017-12-28 11:27:43 +01:00
Noshyaar ab444a8ca9
Merge pull request #14996 from neikeq/enums-mono
Mono: Make the bindings generator output enums
2017-12-27 10:29:00 +07:00
PJB3005 7f0a1c1780 Hiding a control now fires NOTIFICATION_FOCUS_EXIT.
It always removed the focus from the control, but this happened without firing the relevant notification.
2017-12-26 20:58:53 +01:00
Juan Linietsky 02e883713a
Merge pull request #14977 from volzhs/fix-crash-group
Fix crash & error at saving scene
2017-12-26 11:43:02 -03:00
Juan Linietsky 4a2eef4ad8 Removed the InputEvent ID field, which was unused and can cause bugs. 2017-12-26 09:49:31 -03:00
Noshyaar a483edbddd
Merge pull request #14899 from volzhs/render-quality-option
Respect HDR option
2017-12-25 08:36:46 +07:00
Noshyaar 1348b087e6
Merge pull request #14753 from NathanWarden/mouse_button_fix
Fixed a bug where mouse button focus breaks when using multiple buttons at once.
2017-12-25 08:33:42 +07:00
volzhs d6a88cdc41 Fix crash from move_child at saving scene 2017-12-25 01:31:13 +09:00
Ignacio Etcheverry 0a0a44da8d Mono: Make the bindings generator output enums
- Switch to PascalCase for constants names
2017-12-24 04:20:41 +01:00
Bernhard Liebl 27afa8813d Hide tooltip on gesture input 2017-12-22 19:39:23 +01:00
Juan Linietsky 1fa9aac3e4 -Make capture dependent on a cell size, not subdivision.
-Fixed a bug recently introduced when releasing mouse events and calling popups
2017-12-21 11:05:55 -03:00
volzhs 0856259d19 Respect HDR option 2017-12-21 22:49:55 +09:00
Michael Alexsander Silva Dias e3c1305027 Fixed wrong Project Settings direction on an error message. 2017-12-20 22:06:43 -02:00
Juan Linietsky feef500b39 properly send mouse released event when grabbing modal focus, fixes #14854 2017-12-20 18:03:48 -03:00
Juan Linietsky b08735f209 Make dynamic font oversampling fully dynamic. 2017-12-19 21:58:32 -03:00
Juan Linietsky fc103566e6 Added font oversampling support 2017-12-19 18:48:30 -03:00
Juan Linietsky 1eb1837d0c Should no longer crash after rebaking, may be a solution to #14795
Not sure if this is the same problem, as reported, please test.
2017-12-19 09:58:02 -03:00
Rémi Verschelde e83c502939
Merge pull request #14754 from willnationsdev/dictionary-copy
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
Nathan Warden fcba654bb8 Fixed a bug where mouse button focus breaks when using multiple buttons at once. 2017-12-16 19:30:49 -05:00
Juan Linietsky 1b944cb663
Revert "Fix mouse button release not sent to gui_input if it's different from the button that gave focus" 2017-12-16 19:50:32 -03:00
Matthias Hoelzl ced1ff63a8 Improve duplication and saving of instanced scenes 2017-12-16 17:58:17 +01:00
Rémi Verschelde 9079be9e83
Merge pull request #14484 from Zylann/fix_mouse_focus_button_release
Fix mouse button release not sent to gui_input if it's different from the button that gave focus
2017-12-16 13:29:44 +01:00
Bernhard Liebl 0d826717e7 Fixes oversized tooltip labels (issue 14570) 2017-12-15 19:33:00 +01:00
Rémi Verschelde 108a36f515
Merge pull request #14604 from mhilbrunner/http-defaults
HTTP cleanup & better defaults
2017-12-15 07:53:38 +01:00
Juan Linietsky f3ad14224e -Add lightmapper
-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
mhilbrunner 966c054fc9 HTTP cleanup & better defaults 2017-12-14 10:59:42 +01:00
Rémi Verschelde 7d735da6aa
Merge pull request #13351 from poke1024/fix12451_2
Make click on arrow properly open and close property editor modals
2017-12-10 11:58:36 +01:00
Bernhard Liebl efc3ffb816 fix certain popup close clicks with popup buttons 2017-12-10 10:55:48 +01:00
Marc Gilleron f52da158d9 Fix mouse button release not sent to gui_input if it's different from the button that gave focus 2017-12-10 02:25:39 +01:00
volzhs 0e9d31a2e6 Fix mouse position in viewport 2017-12-10 06:15:57 +09:00
Juan Linietsky dd892a327d Added some clean up in camera/viewport management. Fixes #12279, Fixes #12774 2017-12-07 12:13:20 -03:00
Rémi Verschelde 13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Juan Linietsky 7459ade298 Do not cancel event if no need to cancel it. Fixes problem with GUI in 3D. 2017-12-04 17:36:28 -03:00
Juan Linietsky d438ac0aed -Implemented Proxy Textures (needed to solve the problem with ViewportTexture)
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-12-04 15:56:17 -03:00
Konstantin Zaitsev 1f0e9c13a4 Fixed crash on duplicate instanced nodes (#13432) 2017-12-01 17:57:47 +07:00
Juan Linietsky 22415e5a31
Merge pull request #12572 from RandomShaper/onion-skinning
Onion skinning
2017-11-26 15:13:35 -03:00
Pedro J. Estébanez 922cf9fbb0 Fix crash on node duplication
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
Pedro J. Estébanez d0e09d84f0 Implement onion skinning for the animation editor 2017-11-25 13:25:14 +01:00
Juan Linietsky bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Rémi Verschelde 2ea5ac17e8
Merge pull request #13159 from AndreaCatania/ray
Removed type_mask and fixed some variable name
2017-11-22 16:40:20 +01:00
Will Nations e1c907ec73 Node.duplicate(): instanced node's descendants' properties now update
w/ original's runtime values.
2017-11-21 23:04:40 -06:00
AndreaCatania d6e413bb9c Removed type_mask and fixed some variable name 2017-11-21 22:56:40 +01:00
Rémi Verschelde 613d374bc5
Merge pull request #12284 from bojidar-bg/allow-subproperty-set
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
Performance is around the same as using pure set() through GDScript.
2017-11-21 20:58:21 +02:00
Rémi Verschelde 25b860ee2a
Merge pull request #13132 from Chaosus/preserve_dupsignals_flags
Preserve duplicate signal flags
2017-11-21 14:25:50 +01:00
Chaosus fc74dbabd5 Preserve duplicate signal flags 2017-11-21 11:46:19 +03:00
Bernhard Liebl 80ad8afc85 Native pan and zoom for macOS 2017-11-21 09:11:39 +01:00
Pedro J. Estébanez 5a0be858f4 Let SceneTreeDock duplicate nodes via Node::duplicate()
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
- 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
letheed 482e07af7e Unify degree members and properties 2017-11-10 12:52:07 +01:00
letheed ab2647a0d0 Remove deprecated rotation methods 2017-11-10 09:09:30 +01:00
Juan Linietsky 79f81b77e2 -Modules can now add custom version info (added it for Mono)
-Version string takes this version info
-Ability to download templates from the interweb (listing does not work yet)
2017-11-01 23:13:27 -03:00
Poommetee Ketson 9cadb9e5f3 Bind unbound enums, rearrange some by value 2017-10-22 01:58:02 +07:00
Poommetee Ketson 9b634180aa Refactor Fixed to Physics 2017-10-21 21:28:08 +07:00
Rémi Verschelde f2f75d1f11 Merge pull request #12149 from endragor/check-input-handled
Check if input is handled before handling it
2017-10-20 22:47:31 +02:00
Rémi Verschelde 067fc88488 Merge pull request #12224 from NathanWarden/scene_tree_added_signal
Added a node_added signal to the SceneTree
2017-10-20 22:10:47 +02:00
geequlim eeacae563c Fix window display shrink can't set to float numbers 2017-10-20 12:52:18 +02:00
Nathan Warden 999ad9c0a8 Added a node_added signal to the SceneTree 2017-10-19 10:46:00 -05:00
Poommetee Ketson f9f3829bd2 Fix Viewport clear mode is bool instead of int, fixes #12202 2017-10-19 18:17:11 +07:00
Ruslan Mustakov 5da02a0d9c Check if input is handled before handling it 2017-10-16 19:13:33 +07:00
AndreaCatania 4537977d6d Renamed fixed_process to physics_process 2017-09-30 16:19:07 +02:00
Rémi Verschelde 5567cbe6ae Merge pull request #11545 from Paulb23/line_edit_caret_blink_resetting_issue_10764
Fixed caret blink and speed resetting in scenes, issue 10764

[ci skip]
2017-09-25 23:10:32 +02:00
Poommetee Ketson 0761efaf36 Merge pull request #11552 from Tetane/master
Add missing constant binding STRETCH_ASPECT_EXPAND in SceneTree
2017-09-25 19:20:52 +07:00
Tetane b3f3a91e15 Add a missing constant binding in SceenTree
Add missing constant binding "STRETCH_ASPECT_EXPAND" 
(I cannot test it because godot does not compile anymore on my pc (windows10))
2017-09-24 20:29:18 +02:00
Paulb23 8b80e97338 Fixed caret blink and speed resetting in scenes, issue 10764 2017-09-24 17:22:47 +01:00
Rémi Verschelde a1779c9044 Merge pull request #11013 from MednauN/master
Fix duplication of node with script
2017-09-21 10:53:58 +02:00
Rémi Verschelde 4820dfc570 Let queue_free() work on nodes which are not in the scene tree
In practice such nodes could directly be free()'ed, but this little change
prevents users from leaking memory by mistake.
Closes #9074.
2017-09-20 21:49:56 +02:00
letheed 5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Evgeny Zuev 521280ec44 Fix duplication of node with script
When duplicating node with script, properties of script
weren't copied sometimes.
It happened because properties were copied in arbitrary
order, and properties of the script were setted before the
"script" property itself, i.e. while script is sill NULL.

Also, DUPLICATE_SCRIPTS flag wasn't working - script was
always copied because `_duplicate` looked for
"script/script" property while it should be just "script".

Now "script" property is being set before all others,
and "script/script" changed to
`CoreStringNames::get_singleton()->_script`.
2017-09-20 10:56:31 +07:00
Maxim Sheronov 0fffa45158 Fix enums bindings
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Rémi Verschelde aabbd00284 Merge pull request #10908 from hpvb/fix-unused-variables
Fix unused variable warnings
2017-09-12 12:55:53 +02:00
Rémi Verschelde 0f006994d8 Merge pull request #11007 from saltares/issue-9988
Renames _add_child_below_node() to add_child_below_node(). Fixes #9988.
2017-09-12 12:04:03 +02:00
Rémi Verschelde 3941e01a57 Merge pull request #11041 from hpvb/fix-clang-format-error
Fix serveral recent new clang-format errors

[ci skip]
2017-09-12 11:16:36 +02:00
Bojidar Marinov ebee9898ca
Fix duplication of nodes resulting in shared metadata
Fixes #9547
2017-09-11 12:34:36 +03:00
Hein-Pieter van Braam b2a38854fd Fix unused variable warnings
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08 15:03:53 +02:00
Hein-Pieter van Braam 5e18967d77 Fix serveral recent new clang-format errors 2017-09-08 00:20:16 +02:00
Juan Linietsky 1eeda0f32f Restored auto snapping of controls to pixels, fixes #10847 and probably several more issues. Made it optional in the project settings but defaults to true. 2017-09-07 11:22:07 -03:00
David Saltares 0549484c77 Renames _add_child_below_node() to add_child_below_node(). Closes #9988. 2017-09-05 22:43:28 +01:00
Hein-Pieter van Braam 9c63ab99f0 Fix use of unitialized variables
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Poommetee Ketson ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00
Juan Linietsky 5653477a30 Exposed new ClearMode function to Viewport clases, closes #9995 2017-08-31 11:15:10 -03:00
Juan Linietsky 4d4c1dfc1b Do not error flood if removing default environment. Closes #9945 2017-08-31 08:56:15 -03:00
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
Poommetee Ketson 87917e769f Viewport: fix 'size' binding from Rect2 to Vector2 2017-08-27 12:03:19 +07:00
Rémi Verschelde 6e7f0190ee Merge pull request #10579 from quinnyo/rpc-sender-id
Method to get ID of RPC calling peer
2017-08-27 02:11:30 +02:00
Hein-Pieter van Braam 3e25cf9e05 Add two missing Null checks
These Null checks were removed in #10581 but actually changed the
logic of the functions in this case.

This fixes #10654
2017-08-26 23:40:45 +02:00
Rémi Verschelde 3c5ce736e6 Node: Add debug info to add_child reparenting check
Use it to remove buggy add_child in EditorAudioBus
2017-08-26 18:14:42 +02:00
Juan Linietsky 1894157c9f -Massive clean up to gizmos
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
Hein-Pieter van Braam cacced7e50 Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.

This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.

It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Quinn Schwab 7c802837a3 add SceneTree method to get ID of rpc calling peer 2017-08-23 18:43:25 +10:00
Marcelo Fernandez 1b6c9f7076 Add missing NULL check for the new show_about() call 2017-08-22 14:21:18 -03:00
Rémi Verschelde b3ff7ca62e Fix build after merge of #10254 2017-08-22 01:16:33 +02:00
Rémi Verschelde 13f879587d Merge pull request #10254 from marcelofg55/master
Added notification const NOTIFICATION_WM_ABOUT
2017-08-22 00:56:31 +02:00
Juan Linietsky 2cc8309249 Merge pull request #10351 from neikeq/enums-are-for-the-weak
ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
Rémi Verschelde d37bd15cb9 Merge pull request #10443 from karroffel/propagate_call
add "propagate_call" method to Node
2017-08-21 23:21:47 +02:00
Wilson E. Alvarez 0017e21521 Fixed segfault when hovering over scene tree elements and showing tooltips. 2017-08-20 22:28:07 -04:00
Ignacio Etcheverry 32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Juan Linietsky 541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Karroffel 390f7def39 add "propagate_call" method to Node
It is possible to propagate a notification down the Node tree by
using `propagate_notification`, but there was no such method for
doing the same but with method calls.

This commit adds the `propagate_call` method, which calls a method
on a node and all child nodes. An optional paramter `parent_first`
determines whether the parent node gets called before or after the
children have been visited. It defaults to false, so the parent
gets called last.
2017-08-19 15:22:37 +02:00
Juan Linietsky bf1f83ed29 Small fix that makes overal UI (including dragging spliiters) much, much faster.
Flushing messages meant that for every event, UI was reaccomodating everything. This is relly slow.
Messages will have to happen sometime later, during iteration most likely.
I still can't fix the overall code editor slowness on Mesa+Radeon, I suspect it's a driver issue.
2017-08-18 23:01:27 -03:00
Ignacio Etcheverry 90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Marcelo Fernandez aae29c7a0e Added notification const NOTIFICATION_WM_ABOUT 2017-08-17 11:28:45 -03:00
TwistedTwigleg 00f6c85928 Synchronize parameter names in definition and declaration
Fixes #10244.
2017-08-16 17:22:23 +02:00
Pedro J. Estébanez 213ad45ccf Allow zero-padded serial naming
Thereby, the editor will acknowledge node namings such as _Thing003_ so that a duplicate, for instance, will be named _Thing004_, instead of _Thing4_, that was the case formerly.

Closes #7758.
2017-08-16 03:26:47 +02:00
kubecz3k 129ebca41d Merge pull request #9889 from groud/control_enhancements
Control node enhancements
2017-08-15 22:55:49 +02:00
Juan Linietsky 860816f3d3 Fix debug materials, closes #8607 2017-08-15 17:21:05 -03:00
Juan Linietsky fdc2cdef0b Ensure nothing is found outside modal stack, but keep logic going. Fixes #7622 2017-08-15 07:32:15 -03:00
Gilles Roudiere 0d35d4d53b Replace GUI anchor type by a float between 0 and 1 2017-08-13 21:20:13 +02:00
Rémi Verschelde 23f6d3fa69 Merge pull request #10198 from jjay/f/stretch_aspect_expand
Add "expand" option for stretch aspect, no more black bars
2017-08-11 15:55:22 +02:00
Ignacio Etcheverry 78619a5866 Fixes method definitions with extra number of arguments 2017-08-10 07:17:51 +02:00
Ignacio Etcheverry 2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Yakov Borevich b2ca500545 Add expand stretch/ascpect - no more black bars 2017-08-09 12:26:33 +03:00
Juan Linietsky 2a6cdfaf91 -Fixed BoneAttachment delay, closes #3966
-Fixed skeleton crash, probably fixes other issues
2017-08-07 22:18:12 -03:00
Thomas Herzog 5ada918d9f Merge pull request #10136 from MednauN/master
Add handling of touch events in _gui_input_event
2017-08-07 22:23:30 +02:00
Rémi Verschelde 3121b3a4f4 Merge pull request #10141 from ISylvox/lower_case_godot_api
Makes all Godot API's Methods lower_case
2017-08-07 14:59:39 +02:00