Commit Graph

282 Commits

Author SHA1 Message Date
Oliver Dick 0559fc58d1 SceneTreeDock: Changed "Save Branch as Scene" to make use of Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
- Removed Node::duplicate_and_reown method as it is not used anymore
2021-02-28 17:19:01 +01:00
hilfazer 1810654369 Prevent crash when clicking Mesh in MeshInstance when is scene root 2021-02-26 19:28:09 +01:00
Rémi Verschelde 8c5d4770e9
Merge pull request #46243 from Calinou/improve-get-node-error-message
Improve the `get_node()` error message to be more descriptive
2021-02-22 13:02:48 +01:00
Hugo Locurcio e6abdc943d
Improve the `get_node()` error message to be more descriptive
- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.

See #46214.
2021-02-22 12:19:23 +01:00
hilfazer 442e550114 Prevent selecting hidden nodes in 3D and Canvas Item editors 2021-02-21 11:58:31 +01:00
reduz 083aa9b95e Refactor Process Mode
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192

* PauseMode is now ProcessMode, containing the following states:
	```
	PROCESS_MODE_INHERIT, // same as parent node
	PROCESS_MODE_NORMAL, // process only if not paused
	PROCESS_MODE_PAUSE_ONLY, // process only if paused
	PROCESS_MODE_ALWAYS, // process always
	PROCESS_MODE_DISABLED, // never process
	```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18 20:39:55 -03:00
reduz 64140eaf42 Reorganize Project Settings
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Rémi Verschelde e7ab3a4132
Merge pull request #34892 from KoBeWi/copy-pasta_v7
Yet another node copy-paste PR
2021-02-12 23:16:31 +01:00
kobewi 36494e8526 Duplicate resources pasted to other scenes 2021-02-12 22:38:38 +01:00
MarvinFF 4c528e76e7 Fix `Node::rpc_config` return error
Fix StringName type checks in other `_rpc*_bind` methods.
2021-02-11 11:52:52 +01:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
nemerle 022c2952fc Node::replace_by was not copying node properties - removed the dead code.
The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
2021-02-01 16:47:27 +01:00
kobewi 05f29b16b6 Change how editable children data is stored
Co-authored-by: hilfazer <az13337@gmail.com>
2021-01-17 23:37:40 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
Rémi Verschelde e4c0572385
Merge pull request #44593 from madmiraal/rename-mainloop-methods
Rename MainLoop methods to match Node methods
2020-12-28 14:44:28 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Marcel Admiraal d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
Tomasz Chabora 31cb04fbdd Move initialization of some classes to headers 2020-12-11 18:20:03 +01:00
bruvzg 99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Hugo Locurcio 5770e08c2a
Remove property groups for Pause Mode and Script
Each of those only grouped 1 property, making them useless.

This closes https://github.com/godotengine/godot-proposals/issues/1840.
2020-11-15 16:01:10 +01:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
bruvzg 80b8eff6aa
[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
SekoiaTree bdf614d3d7 Made get_child support negative indexes, with documentation 2020-09-01 11:34:36 +02:00
Tomasz Chabora 677796a2c3 Expose NOTIFICATION_POST_ENTER_TREE 2020-08-12 13:31:32 +02:00
Rémi Verschelde d7e00a20a6
Merge pull request #40724 from KoBeWi/weird_condition_🤔
Fix ultra long node names
2020-07-26 21:58:06 +02:00
Tomasz Chabora d3f2062d86 Fix ultra long node names 2020-07-26 15:29:50 +02:00
George Marques 2b9d9bc364
Remove multilevel calls
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
2020-07-24 14:13:58 -03:00
Juan Linietsky 438c380458 Add a separate application focus/in notification out from Window focus notification. 2020-06-30 10:40:06 -03:00
Maganty Rushyendra a2392039af Fix signal duplication bug when duplicating node with instanced children
Change error checking in `duplicate_signals()` to check for path to
`p_original`, thus adhering to the method used in `duplicate`, instead
of checking for ownership.
2020-06-09 21:24:05 +08:00
Dominik 'dreamsComeTrue' Jasiński 7f5c81c32f Replace 'add_child_below_node' with 'add_sibling' in Node
Fixes: #19642
2020-05-15 22:02:00 +02:00
Rémi Verschelde 0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Rémi Verschelde 69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
Juan Linietsky 5d4dc2d45c Add ability to bind typed arrays to script API
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Tomasz Chabora c1023157eb Remove Node.get_position_in_parent() 2020-04-06 01:19:20 +02:00
lupoDharkael 95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
Juan Linietsky 4758057f20 Working multiple window support, including editor 2020-03-26 15:49:40 +01:00
Juan Linietsky 8e6960a69e Refactored input, goes all via windows now.
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Rémi Verschelde f742dabafe Signals: Manually port most of remaining connect_compat uses
It's tedious work...

Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Hugo Locurcio 393a3c3122
Improve the `Node.add_child_below_node()` documentation
This closes https://github.com/godotengine/godot-docs/issues/2730.
2020-02-27 18:41:18 +01:00
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Juan Linietsky 3c0059650d Added StringName as a variant type.
Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Fabio Alessandrelli cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky 69c95f4b4c Reworked signal connection system, added support for Callable and Signal objects and made them default. 2020-02-20 08:24:50 +01:00
Rémi Verschelde 54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Andrea Catania eb07e87981 Optmized data sent during RPC and RSet calls.
- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.

This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Marcel Admiraal f0db13502a Remove duplicate WARN_PRINT macro. 2020-02-05 11:13:24 +01:00
Tomasz Chabora bbc36dbc67 Don't show conf warning if script is not tool 2020-01-07 21:28:16 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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