When Container::queue_sort() is called, pending_sort is set to true to indicate when a call to _sort_children() is queued, to avoid queueing multiple calls. Container::_sort_children() sets pending_sort back to false when finished, but did not do this when the container was not inside the tree. This would allow cases where queue_sort() could be called just before removing from the tree, causing _sort_children() to never reset pending_sort, preventing any future queue_sort() calls from queueing again.
One case where this happened was with the "Saving Scene" progress bar in the editor - when saving for the first time (or the first time the progress bar popup otherwise appeared in the editor), _sort_children() would be called successfully. After the progress bar popup was hidden, then shown again on future saves, _sort_children() would not be called again, resulting in the progress bar not taking up as much space as it should.
This issue used to be avoided by setting pending_sort to false immediately on NOTIFICATION_ENTER_TREE - however, this would allow multiple calls to be queued at the same time when entering the tree (#92644). The multiple calls was fixed recently by removing this assignment, but this also made possible the case where pending_sort is never reset.
This change sets pending_sort back to false in _sort_children() whether or not it's in the tree. Since this is done in a deferred call, it should still avoid the previous issue of multiple calls being queued at once on entering the tree.
Fixes#92971
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Added explicit return type to the SNAME macro.
* Add some extra SNAME usages.
* Change some ClassDB methods to use const StringName & arguments.
* Cache the Window parent in Control because it's used in
is_layout_rtl(), which is called often.
* Only enable internal processing for viewports that need it.
* Change CanvasItem::group to be a StringName because it's only used as
that.
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 🎆
Remove _sort_children from script bindings:
_sort_children is an internal method which shouldn't be exposed to scripts.
Added support for non-bound methods in MessageQueue:
So we can use deferred calls without exposing internal methods to scripts.
Added debug checks in CallableCustomMethodPointer:
Adding method pointer callables to the message queue was causing crashes
in case an object was destroyed and the same memory was allocated for
another one. The new object had a valid object id but the call was erroneous.
Release will be fixed later, along with Variant which has the same problem and
is also fixed for debug only.
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.
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
Containers are meant to forward mouse input to their the Controls
they contain.
PanelContainer has a visible Panel stylebox, so it still defaults
to STOP.
Fixes#34933.
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.
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
blank line to make them easier to distinguish
- Improve grammar and formatting
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.
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.