Commit Graph

108 Commits

Author SHA1 Message Date
Pedro J. Estébanez 4dba25b3ff Add property value pinning 2021-11-08 17:42:27 +01:00
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.
(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)
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
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
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
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
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
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
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
- 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
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
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.
-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.
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
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
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
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
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
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
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
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 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
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