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
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- 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
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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
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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
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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
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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
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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
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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
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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
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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
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Fix unused variable warnings
2017-09-12 12:55:53 +02:00
Rémi Verschelde
0f006994d8
Merge pull request #11007 from saltares/issue-9988
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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
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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
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Fixes #9547
2017-09-11 12:34:36 +03:00
Hein-Pieter van Braam
b2a38854fd
Fix unused variable warnings
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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
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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
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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
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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
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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
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-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
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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
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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
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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
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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
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Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Karroffel
390f7def39
add "propagate_call" method to Node
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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
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Fixes #10244 .
2017-08-16 17:22:23 +02:00
Pedro J. Estébanez
213ad45ccf
Allow zero-padded serial naming
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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
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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
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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
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-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
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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
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Makes all Godot API's Methods lower_case
2017-08-07 14:59:39 +02:00
Indah Sylvia
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
Rémi Verschelde
a2cedd81d4
Merge pull request #9394 from supagu/sync-rpc-fix
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Queue RPC packet before calling method locally to ensure correct RPC …
2017-08-07 11:01:26 +02:00
Evgeny Zuev
60230675d9
Add handling of touch events in _gui_input_event
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Fixes #10039
2017-08-07 15:14:50 +07:00
Juan Linietsky
cfe4b30941
renamed node path, closes #5691
2017-08-05 09:13:59 -03:00
Rémi Verschelde
62464839ad
Merge pull request #8567 from BastiaanOlij/ar_vr_server
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AR/VR base classes and position tracker support
2017-07-31 13:29:18 +02:00
Rémi Verschelde
76005a8e75
Style: Apply clang-format on all files
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Thus fixing some invalid changes that had still made it to the master branch.
2017-07-30 22:53:40 +02:00
BastiaanOlij
d2ba2d0873
Adding base classes and structures for ARVR support
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Added ArVrScriptInterface
Added ARVRCamera, ARVRController and ARVROrigin helper objects
2017-07-28 10:39:15 +10:00
Pedro J. Estébanez
6c1b7fd899
Fix Node::move_child() crash if moving to the end plus one
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Fixes #9820 .
2017-07-25 05:20:30 +02:00
Rémi Verschelde
374cffaa11
Merge pull request #9764 from Noshyaar/pr-fix2
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Add object type hint for docs
2017-07-24 08:07:32 +02:00
Poommetee Ketson
2777f81d29
Add object type hint for docs
2017-07-23 18:57:03 +07:00
Juan Linietsky
772485cdb3
Several changes to better run in mobile.
2017-07-22 14:08:17 -03:00
Juan Linietsky
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
...
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Poommetee Ketson
49c7620326
Add object type hint for docs
2017-07-19 02:03:34 +07:00
Juan Linietsky
bbada82f80
-Reorganized all properties of project settings (Sorry, Again).
...
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Juan Linietsky
5e361ba2ea
Script editor usability fixes
2017-07-15 09:35:29 -03:00
Pedro J. Estébanez
c061044d78
Fix picking list flood while mouse capture enabled
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Fixes #9575 .
2017-07-10 17:48:57 +02:00
Juan Linietsky
e63c64e256
Clean up normalmapping, make sure tangents are imported correctly.
2017-07-03 10:45:34 -03:00
Juan Linietsky
db3b05d289
Reworked translation system
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-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
2017-06-28 17:01:35 -03:00
Rémi Verschelde
9e54e1f34f
Merge pull request #7947 from RandomShaper/fix-vis-notifier-2d
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Fix VisibilityNotifier2D viewport offset issue
2017-06-28 12:25:08 +02:00
Juan Linietsky
3ce046ee0c
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
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-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
Fabian Mathews
0f0e2240ba
Queue RPC packet before calling method locally to ensure correct RPC packet order
2017-06-26 19:13:54 +09:30
Juan Linietsky
0cac32910a
-Restored support for Canvas BG mode on Environment
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-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky
b19225bfce
-Fix freezes caused by etccomp2, closes #9183
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-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
Juan Linietsky
42b2d52c88
Properly adjust the visible editor rect and make limits respected, closes #8328
2017-06-12 16:19:12 -03:00
Juan Linietsky
4d50c7ad8c
Restored multiple viewport function, as well as view modes.
2017-06-11 15:52:03 -03:00
Juan Linietsky
612ab8fcdb
-Restored multithread capability to VisualServer
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-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky
5bf810b5db
-Added proper access to depth texture from shader
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-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
alexholly
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
Andreas Haas
9bc5348961
InputEvent: Renamed "pos" property to "position"
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Make the naming consistent with other classes.
2017-06-03 11:26:39 +02:00
Juan Linietsky
bb20f230ad
-Added .hdr format support
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-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
Juan Linietsky
5b3709d309
Removal of InputEvent as built-in Variant type..
...
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Juan Linietsky
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
Fabio Alessandrelli
a5ce7a98cb
Fix bug in pause mode propagation
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Pause mode was not correctly propagating effectively stopping
immediately when the mode was not PAUSE_MODE_INHERIT.
2017-05-06 02:37:17 +02:00
volzhs
de4267fc99
Fix auto_accept_quit option to work
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auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp
after that it's reset to true in SceneTree:init() whatever value was.
2017-04-25 20:05:22 +09:00
Rémi Verschelde
99529fb80d
Move VERSION_MKSTRING logic to version.h
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Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.
(cherry picked from commit 3b687c5474
)
2017-04-20 12:14:34 +02:00
Sergey Pusnei
8589ca3903
Rename [gs]et_pos to [gs]et_position for Controls
...
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Juan Linietsky
1c480698ce
-Fixed crash with splash screen on windows
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-properly show editor without having to resize window on windows
2017-04-09 20:40:48 -03:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Rémi Verschelde
b81d5f4687
Merge pull request #8308 from RandomShaper/optimize-out-debug-n-non-tools
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Optimize-out some debug and/or non-tools methods
2017-04-07 22:22:54 +02:00
Rémi Verschelde
12b84eb9f4
Merge pull request #8304 from RandomShaper/reset-folded-on-reset-edit-children
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Reset display folded for an instanced scene if editable children is toggled off
2017-04-07 19:12:42 +02:00
Pedro J. Estébanez
665bf52948
Optimize-out some debug and/or non-tools methods
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Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:35:55 +02:00
Pedro J. Estébanez
4b85ddabda
Reset display folded for an instanced scene if editable children is toggled off
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This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
2017-04-07 15:48:07 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
Rémi Verschelde
5b5a825c7f
Fixer looping timer accumulation in _process
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Follow-up to #8251 .
2017-04-05 08:22:41 +02:00
Nikhil Shagrithaya
ea4fbee8f2
previous value of time_left is added to wait_time before assigning to time_left
2017-04-04 00:37:42 +05:30
Rémi Verschelde
9f85befbfd
Merge pull request #8048 from ficoos/was_input_handled
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Add the option to check if input was handled
2017-04-03 13:48:57 +02:00
Andreas Haas
1d3c9c448d
Viewport: Fix undefined behaviour found by llvm sanitizer.
...
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
2017-04-02 09:46:51 +02:00
Saggi Mizrahi
245ace6e2e
Add the option to check if input was handled
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When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-31 17:56:32 +03:00
Rémi Verschelde
c6ba3bf9d5
Merge pull request #8203 from RandomShaper/add-missing-bind
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Add missing binding for DUPLICATE_USE_INSTANCING
2017-03-30 07:37:46 +02:00
Pedro J. Estébanez
c2165bb1a5
Add missing binding for DUPLICATE_USE_INSTANCING
2017-03-30 00:38:06 +02:00
Rémi Verschelde
c25246d158
Merge pull request #8010 from AlexHolly/Timer-is_time_left
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added Timer is_time_left()
2017-03-24 22:48:01 +01:00
Rémi Verschelde
debeee56f7
Fix typos in source code using codespell
...
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
AlexHolly
636963b11d
is_active to is_paused
...
rm doc
2017-03-19 22:29:20 +01:00
Rémi Verschelde
14c01dfea7
Merge pull request #8037 from RandomShaper/remove-warning
...
Remove warning on owner re-assignment
2017-03-18 10:49:06 +01:00
Rémi Verschelde
5b6900ed9b
Merge pull request #8014 from AlexHolly/fix-remove-and-skip
...
fix remove_and_skip()
2017-03-18 10:32:14 +01:00
Pedro J. Estébanez
e3b4b7fa98
Remove warning on owner re-assignment
2017-03-15 12:28:57 +01:00
AlexHolly
3f78f1f17d
fix remove_and_skip()
2017-03-12 18:50:43 +01:00
Ignacio Etcheverry
d210ac66ef
Fix connection errors when replacing node
...
- Avoid connecting the signals to nonexistent methods
- Preserve only persistent connections
2017-03-11 20:21:04 +01:00
Pedro J. Estébanez
640d8aa458
Fix VisibilityNotifier2D reapplication of viewport offset
2017-03-06 02:28:58 +01:00
Rémi Verschelde
5dbf1809c6
A Whole New World (clang-format edition)
...
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Karol Walasek
29908d32ba
Added a SceneTree.has_network_peer, closes #7922
2017-03-04 11:35:44 +01:00
Rémi Verschelde
539b9e09e4
Merge pull request #7856 from RandomShaper/add-duplicate-flags
...
Add more options to Node.duplicate()
2017-02-26 20:24:17 +01:00
Juan Linietsky
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
...
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Pedro J. Estébanez
4e22b6acd7
Add more options to Node.duplicate()
...
to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual
2017-02-20 20:05:01 +01:00
Andreas Haas
4de29f9c7a
SceneTreeTimer: Ability to set pause mode
...
Adds an additional flag to SceneTree::create_timer() that tells it whether or not to process when the game is paused.
Defaults to false in order to not break existing functionality.
2017-02-15 08:02:08 +01:00
Hein-Pieter van Braam
411ee71b4d
Rename the _MD macro to D_METHOD
...
This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb
Remove use of _SCS from ADD_METHOD
...
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
70b9aa379d
Merge pull request #7581 from Faless/v6_wild_bind
...
TCP/UDP listen bind to address and bugfixes
2017-02-12 23:31:40 +01:00
Juan Linietsky
3b019bf644
Ability to delete, drag and drop audio buses!
2017-01-23 23:12:41 -03:00
Fabio Alessandrelli
88a56ba783
Remove set_ip_type from network classes (no longer needed)
...
- TCP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `connect` -> resolve using best protocol (UNSPEC), socket from address type
- UDP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
(to change socket type you must first call `close` it)
2017-01-23 20:18:22 +01:00
Juan Linietsky
0aa7242624
WIP new AudioServer, with buses, effects, etc.
2017-01-21 19:01:00 -03:00
Rémi Verschelde
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
Rémi Verschelde
3890256fc5
Style: Cleanups, added headers, renamed files
...
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Juan Linietsky
b400c69cd4
Oops! Audio engine has vanished :D
2017-01-15 16:07:51 -03:00
Juan Linietsky
5dde810aa5
no more errors related to missing GlobalConfig::Get (or so I hope)
2017-01-14 21:57:22 -03:00
Juan Linietsky
dcb95ec147
removed duplicated functions in class hierarchy that were bound more than once
...
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5
Style: Fix whole-line commented code
...
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
d093cc8bf8
Renamed call_group to call_group_flags, made call_group without flags the default
2017-01-14 10:03:53 -03:00
Juan Linietsky
6e88b1096a
Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method naming
2017-01-13 20:00:43 -03:00
Rémi Verschelde
b191ea8f02
Node name casing: fix mistake from previous commit
2017-01-13 22:43:39 +01:00
Rémi Verschelde
f19fd7a4c1
Reenable node name case setting + code cleanups
...
The method _generate_serial_child_name is indeed called relatively often
in editor mode, but that commented out code chunk hardly adds to its
slowness (and with the default setting, not at all).
Also did various related code cleanups and simplifications.
2017-01-13 22:38:43 +01:00
Juan Linietsky
e53c247cb1
Created new Engine singleton, and moved engine related OS functions to it.
2017-01-13 12:51:14 -03:00
Juan Linietsky
04c749a1f0
New API for visibility in both CanvasItem and Spatial
...
visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
2017-01-13 10:45:50 -03:00
Juan Linietsky
a2903fc51d
Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED
2017-01-12 20:35:46 -03:00
Ray Koopa
a971186c26
Project setting to control node name casing
...
(cherry picked from commit 87fd54b2f1
)
2017-01-12 20:47:25 +01:00
Juan Linietsky
83cb84753f
Renamed most signals so they refer to:
...
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky
b7d69c2444
Added a BACK notification besides QUIT, so they go in separate channels.
2017-01-11 16:42:31 -03:00
Juan Linietsky
bc26f90581
Type renames:
...
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
f3f4a11cfb
- _ready() callback only happens once now, if you want to receive it again, use request_ready()
...
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10 18:04:33 -03:00
Juan Linietsky
a503f8aadc
Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
...
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-10 01:07:03 -03:00
Juan Linietsky
1f8451001d
-Translation text will change automatically for in-game buttons, labels, poups when translation is changed.
...
-Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code
-Sorry, editor will not update automatically because it uses a different translatio method.
2017-01-09 16:43:44 -03:00
Juan Linietsky
e9bb65db81
-All types have editable script now in properties
...
-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -03:00
Juan Linietsky
94ee7798ce
-removed stop mouse and ignore mouse from control, which were confusing, replaced by mouse filter
2017-01-08 19:54:19 -03:00
Juan Linietsky
547a57777b
renamed joystick to joypad everywhere around source code!
2017-01-08 17:06:33 -03:00
Juan Linietsky
920947f297
renamed _input_event for GUI events to _gui_input, so it's more differentiated than generalized _input
2017-01-08 16:28:12 -03:00
Juan Linietsky
2ab83e1abb
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
2017-01-07 18:26:38 -03:00
Juan Linietsky
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
...
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Juan Linietsky
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
...
-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky
3fae505128
Begin modifying properties to make them more friendly to script and doc.
2017-01-03 00:38:16 -03:00
Juan Linietsky
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
...
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
...
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
0b2771bd65
Merge pull request #7271 from Faless/ipv6_cleanup
...
Fixes and improvementes for IPv6 implementation.
2017-01-02 15:51:45 +01:00
Juan Linietsky
c2a217c350
WIP particle system
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Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
Rémi Verschelde
c7bc44d5ad
Welcome in 2017, dear changelog reader!
...
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky
3adb42e217
Fixed many more bugs reported by Valgrind
2016-12-23 08:47:16 -03:00
Juan Linietsky
f9603d8236
can bake for omni and spotlight
...
store normal when baking
2016-12-22 10:00:15 -03:00
Fabio Alessandrelli
d194e1c48e
Expose HTTP classes' set_ip_type to scripting
2016-12-13 11:09:37 +01:00
Fabio Alessandrelli
a77a0118f6
Allow setting ip_type for TCP/UDP and HTTP classes
2016-12-09 18:24:59 +01:00
Rémi Verschelde
440c37fbd9
Revert "Do not emit NOTIFICATION_READY more than once (breaking change)"
...
This reverts commit b6eab006db
.
This commit broke compatibility in an undesired way, as outlined in
https://github.com/godotengine/godot/issues/3290#issuecomment-263388003
2016-11-30 00:08:01 +01:00
Rémi Verschelde
35e754db59
Merge pull request #7138 from bojidar-bg/ready_guard
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Do not enter _ready twice
2016-11-28 15:19:50 +01:00
Juan Linietsky
943d27f46d
Instancing is working! (hooray)
2016-11-22 01:26:56 -03:00
Juan Linietsky
c39d2b3f42
working reflection probes!!
2016-11-19 13:23:37 -03:00
Ariel Manzur
b3616089fa
adding get_stored_values method
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changed order name
(cherry picked from commit dbca4ee3fe
)
2016-11-18 21:55:21 +01:00
Bojidar Marinov
b6eab006db
Do not emit NOTIFICATION_READY more than once (breaking change)
...
Currently, there is no notification with the old behaviour, so probably breaks all cpp code relying on that notification as well.
2016-11-17 18:46:45 +02:00
Bojidar Marinov
184173a9b9
Guard agains duplicate calling of _ready when instanced in _enter_tree
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Fixes #6005
2016-11-17 18:10:53 +02:00
khairul169
6a7aebdf6c
Uncomment debug properties of HTTP Request
2016-11-14 09:27:10 +07:00
Juan Linietsky
cacf9ebb7f
all light types and shadows are working, pending a lot of clean-up
2016-11-09 23:55:06 -03:00
Ignacio Etcheverry
d76f622c92
Merge pull request #7022 from neikeq/pr-issue-7013
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Keep groups when replacing nodes
2016-11-06 02:00:21 +01:00
Ignacio Etcheverry
305956bf70
Keep groups when replacing nodes
2016-11-03 00:19:32 +01:00
Rémi Verschelde
d4c17700aa
style: Fix PEP8 whitespace issues in Python files
...
Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Juan Linietsky
53d8f2b1ec
PBR more or less working, still working on bringing gizmos back
2016-10-27 11:50:26 -03:00
Rémi Verschelde
fc8ccd5b8c
SCsub: Add python shebang as a hint for syntax highlighting
...
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Pedro J. Estébanez
84c525ba1b
Revise serial naming behavior
2016-10-10 13:11:32 +02:00
Rémi Verschelde
e0e21984d8
Merge pull request #6747 from RandomShaper/unify-serial-naming
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Make node serial naming per-project and universal
2016-10-09 14:55:53 +02:00
Pedro J. Estébanez
9b2e2935d0
Refactor node naming APIs used by editor
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Make 'name_num_separator' a project setting
Make all node operations separator-aware
2016-10-08 21:49:16 +02:00
Mateusz Adamczyk
8671836b76
Added simple check to viewport, if matrix32 is invesile ( https://github.com/godotengine/godot/issues/6296 ).
2016-10-08 12:33:10 +02:00
Juan Linietsky
cf5778e51a
-Added ViewportContainer, this is the only way to make viewports show up in GUI now
...
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky
22d83bc9f6
Begining of GLES3 renderer:
...
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
anneomcl
aa5ade834c
Fix for #6158 . Converting Vector2 to Size2 for scaling functions.
2016-09-19 23:31:45 -07:00
Juan Linietsky
a4156f1f0a
Added a few functions to make 2D split screen easier.
2016-09-14 15:55:14 -03:00
Fabio Alessandrelli
97cf3eba56
Restore viewport set_world_2d functionality
2016-09-14 15:18:00 +02:00
Juan Linietsky
b16f41a10a
Fix Viewport.get_mouse_pos() for specific situations, closes #1885
2016-09-10 13:29:07 -03:00
Juan Linietsky
8835882d23
Merge pull request #6355 from Kazuo256/http-request-methods
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Add http method and request data parameters to HTTPRequest::request
2016-09-10 11:48:07 -03:00
Juan Linietsky
828e1c092f
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
Kazuo256
c53e5c555a
Add http method and request data parameters
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For HTTPRequest::request
2016-09-05 13:38:00 -03:00
Juan Linietsky
cbbcf72703
-High Level protocol optimization (should be smaller)
...
-Ability to set compression to ENet packets (check API)
-Fixed small bug in StringDB that lead to duplicate empty strings
-Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
2016-08-22 01:19:24 -03:00
Juan Linietsky
2b7aa98d2d
Changed API to use sequenced packets for UDP (drop old)
2016-08-19 22:54:53 -03:00
Juan Linietsky
2fa693273c
Many fixes to networking, demo should work now
2016-08-19 18:44:09 -03:00
Juan Linietsky
1add52b55e
Brand new networked multiplayer
2016-08-19 16:48:41 -03:00
Juan Linietsky
3db36684b1
Added high level networked multiplayer to Godot.
...
It's complete, but absolutely and completely untested, undocumented and NSFW.
Have fun :-)
2016-08-14 18:49:50 -03:00
Juan Linietsky
3d7c10e9ce
Added an easy API to yield to a specific time by doing:
...
yield( get_tree().create_timer(5.0), "timeout" )
2016-08-06 21:39:50 -03:00
Andreas Haas
4755fe5576
UI navigation via JOYSTICK_MOTION.
...
Previously, you could assign joystick axis events to "ui_*" actions but they had no effect.
See https://godotengine.org/qa/6232
2016-07-30 12:39:16 +02:00
Juan Linietsky
ab93fd1af9
Add thread support to HTTPRequest, changed assetlib to use it.
2016-07-24 16:09:43 -03:00
Juan Linietsky
62cdfeaf58
Merge pull request #5881 from neikeq/pr-fix-propagation
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Viewport: Replace obsolete "windows" group calls
2016-07-24 12:37:59 -03:00
Juan Linietsky
6e3c7fe5fe
Merge pull request #5803 from jarfil/issue/origin5695-pr
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Fix tooltips blinking
2016-07-24 12:37:17 -03:00
Ignacio Etcheverry
67640c84eb
Viewport: Replace obsolete "windows" group calls
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- Fixes neighbour focusing event propagation not being stopped
2016-07-24 14:11:30 +02:00
Juan Linietsky
9de33e18f1
WIP bugfix for existing connections
2016-07-19 20:20:28 -03:00
Jaroslaw Filiochowski
be560a750c
Hide tooltip if new mouse position's tooltip is empty
2016-07-19 07:07:53 +02:00
Jaroslaw Filiochowski
1e7b9c509f
Don't start a new tooltip timer for the same tooltip
2016-07-19 07:07:40 +02:00
Juan Linietsky
f93e333e85
Properly transform sub-viewport input, closes #3580
2016-07-18 17:16:49 -03:00
Franklin Sobrinho
6b154c9706
Fix own world option of Viewport.
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It happens when the viewport has WorldEnviroment child with a valid Enviroment
2016-07-08 14:27:19 -03:00
Rémi Verschelde
454b210242
Remove unused variables (third pass) + dead code
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:16:21 +02:00
Juan Linietsky
17e4ead62a
Fix several bugs related to node duplication and signals, closes #5405
2016-07-06 21:43:31 -03:00
Juan Linietsky
a78226c32c
Only allow built-in scripts to be edited when the scene they belong to is loaded, closes #5403
2016-07-06 20:36:37 -03:00
Juan Linietsky
ec94dd7eee
Fixed the order of input, reverts #4384 , closes #5361
2016-07-01 11:42:09 -03:00
Juan Linietsky
8cbb154466
Color picker was getting too much focus, made it get not as much focus.
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This abuse of focus was the original culprit of #5354
2016-07-01 10:55:35 -03:00
Juan Linietsky
3185ce64c5
Invalidate key focus if not visible, fixes #5354
2016-07-01 10:42:33 -03:00
Juan Linietsky
db9335f4c1
Improved drag&drop to work as n-piggeon wants to use, closes #5342
2016-07-01 10:34:38 -03:00
Juan Linietsky
e5fc62cc4b
remove unnecesary warning, closes #5169
2016-06-29 18:27:12 -03:00
Juan Linietsky
5065e46381
Change method of storing folding, solves problems with inheritance, closes #3395
2016-06-28 13:10:15 -03:00
Juan Linietsky
ba5bc57816
Figured out a way to fix event propagation for shortcuts and some other cases so they properly stop shortcuts if a modal window is open, closes #4848
2016-06-27 20:14:59 -03:00
Juan Linietsky
88e28af5e3
Add a small workaround to avoid modal tabs to be closed if they are spawned in the same frame, closes #3837
2016-06-27 11:22:13 -03:00
Juan Linietsky
47d6cc08bb
Properly deliver localized coordinates when passing gui events through parents, closes #4215
2016-06-27 10:00:36 -03:00
Juan Linietsky
9e0b6057e7
Make button aware of it being dragged and reset state, closes #4178
2016-06-23 18:20:39 -03:00
Saracen
912afb129f
Make return type explicit.
2016-06-21 12:41:28 +01:00
Juan Linietsky
d76ee09774
property remove parent owned nodes when using replace, fixes #4128
2016-06-20 22:57:07 -03:00
Juan Linietsky
ad8d4a6b26
Fixed the order of events called by _input, closes #4384
2016-06-20 19:09:14 -03:00
Juan Linietsky
85d8000449
Allow mouse wheel to go throuhgh so scroll containers work properly, fixes #4431
2016-06-20 17:16:52 -03:00
Juan Linietsky
0e07f49a03
Make dure to only call drop_data if can_drop_data returned true, closes #4616
2016-06-20 10:29:52 -03:00
Rémi Verschelde
b7dbf9207a
Drop empty files that are not used anywhere
...
Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a
Add missing license headers in our source files ( #5255 )
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Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
37ed2bae69
Better error text when trying to add/remove/move child nodes in a busy parent, closes #4838
2016-06-13 22:46:18 -03:00
Juan Linietsky
d03f1131d7
Merge pull request #5058 from neikeq/pr-issue-1461
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Preserve signal connections when replacing target node
2016-06-13 15:50:31 -03:00
Juan Linietsky
b75fb6674b
do not allow picking in captured mode, closes #5134
2016-06-11 17:44:52 -03:00
Juan Linietsky
c5a2aff6db
fixes wrong bool return, closes #5037
2016-06-09 22:30:34 -03:00
Ignacio Etcheverry
dc2ea39f24
Preserve signal connections when replacing the target node
2016-06-09 16:47:34 +02:00
Juan Linietsky
47944098c2
Merge pull request #5007 from bojidar-bg/asset-store
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Update asset library editor plugin, adding a bit new functionality and fixes
2016-06-08 07:58:06 -03:00
Juan Linietsky
d61b91cbe0
-Heavily improved editor startup and exit performance
2016-06-07 22:10:09 -03:00
Bojidar Marinov
e4a24812cd
Update asset library editor plugin - new functionality and fixes
2016-06-07 21:49:19 +03:00
Rémi Verschelde
0729c852b4
Fix indentation issues in last commits
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Ping @reduz.
2016-06-07 07:39:40 +02:00
Juan Linietsky
06bc4e20d3
Merge pull request #4101 from SaracenOne/listener
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Added New Listener Spatial Node.
2016-06-06 22:13:23 -03:00
Juan Linietsky
aec5506414
properly pass events to parent controls, closes #4701
2016-06-06 22:03:29 -03:00
Juan Linietsky
007efb6a20
-customizable shortcuts in editor
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-editor settings now save to .tres instead of .xml
-buttons can now hold a shortcut
2016-06-04 21:31:47 -03:00
Juan Linietsky
3ae61f2292
Created a NodeDock with signals and groups
2016-06-04 13:19:08 -03:00
J08nY
dd4eaa1005
Exposed a RESULT_DOWNLOAD_FILE_CANT_OPEN constant to docs and GDScript.
2016-06-03 18:03:12 +02:00
Juan Linietsky
8be2fabbe5
Changed import workflow
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
Juan Linietsky
b2a4908e9c
Real-Time Remote Inspector support
2016-05-22 19:29:06 -03:00
Hubert Jarosz
33403d91f7
remove trailing whitespace
2016-05-21 15:29:25 +02:00
Rémi Verschelde
94c34ff890
i18n: Proofreading of all strings
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Done to ensure that no important identifiers are translatable,
to fix compound strings using the new vformat() function, and
some general English proofreading here and there.
2016-05-21 00:21:57 +02:00
captainwasabi
4b80895082
Fix for tooltip blinking ( #4713 )
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Moved where active tooltips are canceled to wait until the mouse actually moves off the control.
2016-05-20 13:56:42 +02:00
Juan Linietsky
c195c0df6b
-Added configuration warning system for nodes
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-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
Paulb23
aee156dc02
Node duplication positions under duplicated node, issue 964
2016-05-13 20:05:52 +01:00
Juan Linietsky
d7318f6965
-begun implementing drag & drop editor wide
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-filesystem dock dnd support
-property list dnd support
-scene tree dnd support
2016-05-11 11:59:03 -03:00
Rémi Verschelde
4eab767a6f
Rotation APIs: Better exposure for degrees methods
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Made public the various set/getters for rotations in degrees.
For consistency, renamed the exposed method names to remove the leading
underscore, and kept the old names with a deprecation warning.
Fixes #4511 .
2016-05-06 23:38:08 +02:00
Ignacio Etcheverry
1e752c0120
Fix wrong return and argument types in documentation
2016-05-04 15:35:09 +02:00
Ignacio Etcheverry
3029f5ee02
Keep editable instances data when replacing tree root node
2016-04-12 20:49:43 +02:00
Hearto Lazor
995890d5b2
Now the timer could be paused
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pause with: set_active(true/false)
is paused with: is_active()
2016-03-31 18:23:16 -03:00
Saracen
3741bc70fe
Added listener spatial node.
2016-03-20 02:10:04 +00:00
Juan Linietsky
8b1dcbfe4d
-Made editor support SSL certs by default (embedded them)
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-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-12 10:46:38 -03:00
Rémi Verschelde
6e86a05350
Merge pull request #4012 from sanikoyes/Pr-linke-fail-disable-3d
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Fix link error when disable_3d=yes
2016-03-11 07:11:23 +01:00
sanikoyes
a638af886e
Fix link error when disable_3d=yes
2016-03-11 10:01:56 +08:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Juan Linietsky
5a9b18b665
-Work on addon editor plugin (disabled by default)
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-New HTTPRequest node, to make HTTP requests simpler.
2016-03-04 11:10:48 -03:00
Juan Linietsky
08e0e64a19
fix transform localization event in mouse motion
2016-02-27 09:47:39 -03:00
Juan Linietsky
bdfac2806f
-Fix mouse coordinates not being affected by canvas transform
2016-02-03 09:31:55 -03:00
Juan Linietsky
6d63dda72b
Merge pull request #3534 from Biliogadafr/pickable2d
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Physics2D: Allow to use 'intersect_point' with not 'Pickable' objects
2016-02-03 08:56:49 -03:00
Juan Linietsky
259bd73cae
-make stream player and time restore state properly if removed, fixes #1949
2016-02-02 23:27:10 -03:00
Biliogadafr
e8c5b41dd8
Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable'
2016-02-01 04:30:16 +03:00
Juan Linietsky
53e237dfe4
-Fix crash opening and closing the scene, closes #3491
2016-01-31 15:10:33 -03:00
Juan Linietsky
094f0767d8
-Fix input bug on window ordering due to foretting to sort root items
2016-01-25 10:39:55 -03:00
Juan Linietsky
07e7909480
-Changed how popups work in Viewport to make them a lot less invasive to the scene tree
2016-01-25 10:30:03 -03:00
Juan Linietsky
b30839fb08
-make sure instance placeholder works with duplicate(), fixes #3378
2016-01-22 19:36:40 -03:00
Juan Linietsky
9d571d8eac
-Fix viewport converting the scren in grayness, fixes #3406
2016-01-22 18:54:43 -03:00
Rémi Verschelde
a6b7e8c24e
Merge pull request #3390 from Hinsbart/duplicate_fix
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duplicate groups and signals
2016-01-20 07:25:34 +01:00
Juan Linietsky
891e31b139
-Some fixes to drag and drop and canvas offset for GUI that were introduced after rewrite
2016-01-19 20:28:20 -03:00
hondres
4c753f60b1
duplicate groups and signals
2016-01-20 00:08:04 +01:00
Rémi Verschelde
5d84589e42
Fix build with tools=no
...
Fixes #3384 .
2016-01-19 10:45:12 +01:00
Juan Linietsky
d1bb868a19
-fixed bug related to mouse cursor changes, fixes #3366
2016-01-18 19:49:54 -03:00
Juan Linietsky
72fcb8a35b
-Moved all the "root" input handling for GUI from individual Controls to Viewport.
...
-Should fix several reported bugs when controls don't have a common parent
This may have added new bugs, so please report if so!
2016-01-16 22:41:10 -03:00
Juan Linietsky
1aaf507ffb
change intersect_ray function to discriminate pickable objects, fixes #3203
2016-01-10 15:54:57 -03:00
Rémi Verschelde
e0b91c701c
Fix is_node_being_edited() when not building tools
...
Fixes #3213 .
Superseded #3242 .
2016-01-05 16:02:59 +01:00
Juan Linietsky
b988f016fd
forgot to bind NOTIFICATION_INSTANCED, closes #2261
2016-01-03 12:57:19 -03:00
Juan Linietsky
2db78e8f87
Properly clear/restore current camera when switching scenes. Fixes #2137
2016-01-02 17:18:45 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
reduz
875bff2c4e
-fix loading of samples in mod, s3m and xm. Fixes #2553
2015-12-29 16:06:45 -03:00
reduz
2f19260fb7
-restrict gui root from being removed while performing input, fixes #2578
2015-12-29 10:01:29 -03:00
reduz
e0d21d2158
Ability to set autoloads as singleton global variables
2015-12-28 15:59:20 -03:00
Rémi Verschelde
d4993b74fc
Add missing argument names in GDScript bindings
...
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Juan Linietsky
ecad3a285f
better unique name resolution, as suggested i #3017
2015-12-08 11:33:30 -03:00
Juan Linietsky
3c33b705d1
added option to add_child, to use the same deduplication convention as in the editor, closes #3017
2015-12-08 11:21:12 -03:00
Juan Linietsky
0c3386b2ed
Merge pull request #2707 from akien-mga/master
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Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Ariel Manzur
8adc4ef65b
windows crash and bind placeholder method
2015-11-14 11:14:17 -03:00
Juan Linietsky
8420c24f7f
-better integration of ndee's theme
2015-11-13 20:56:44 -03:00
Rémi Verschelde
399b1b0474
Cosmetic fixes to SCons buildsystem
...
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39 )
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky
f11fdb611e
Merge pull request #2556 from volzhs/fix_miss_bind_findnode
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fix miss bind for Node::find_node
2015-10-17 10:02:43 -03:00
reduz
078a474135
-fixes and more fixes to new scene system, seems stable now..
...
BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
2015-10-16 19:11:23 -03:00
reduz
422929e87f
Large improvements on scene packing and management
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-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
2015-10-10 09:09:09 -03:00
volzhs
1630f0ad35
fix miss bind for Node::find_node
2015-09-30 21:55:31 +09:00
Rémi Verschelde
4abc7f5740
Update documentation for TileSet and Timer
2015-09-25 20:45:00 +02:00
Juan Linietsky
205634791c
fixed stupid bug caused by accidentally removed line before commit
2015-09-20 17:29:36 -03:00
Juan Linietsky
83d9a692be
Ability to visually debug geometry visually:
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
Juan Linietsky
3f9e5afe68
begin work on debugging collisions....
2015-09-18 23:10:58 -03:00
Juan Linietsky
cbee679bd7
live debug fixes
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removing node in live debugging fixed
2015-08-02 20:28:10 -03:00
Juan Linietsky
59961c9914
Live edit WORK IN PROGRESS
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1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
Juan Linietsky
95047562d7
Several performance improvements, mainly in loading and instancing scenes and resources.
...
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky
e9bbb97acc
Multiple scene editing *POTENTIALLY UNSTABLE*
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-ability to edit multiple scenes at the same time
-resource internal IDs are now persistent, this makes multiple scene
editing possible but maaaaay result in file corruption bugs (tested and
could not find anything but possibility exists because core code
changed, report immediately if you find this).
-properly save settings, layout, etc when edited
-script editing is independent from scene editing now
-show a yellow box when a script belongs to the scene
2015-06-22 00:04:15 -03:00
Juan Linietsky
8228fea02f
missing changes
2015-06-14 02:13:47 -03:00
Juan Linietsky
8945670bc0
made changing pivot simpler in 2D nodes (just press v with mouse over position)
2015-06-12 13:53:18 -03:00
Juan Linietsky
f052153983
Added Node.find_node(mask) function
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by popular request
2015-06-08 00:33:10 -03:00
Juan Linietsky
12bd89a39c
small description improvement
2015-05-17 17:19:12 -03:00
Juan Linietsky
b6b346e8ae
added a built-in scene changer API, closes #1928
2015-05-17 16:33:35 -03:00
Juan Linietsky
3936ed882c
-Added lookat/get_angle_to functions in 2D, and a demo, closes #1843
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-Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
2015-05-12 08:17:09 -03:00
Juan Linietsky
18251997dd
Merge branch 'master' of https://github.com/okamstudio/godot
2015-05-10 15:46:34 -03:00
Juan Linietsky
9b692b174b
-convert to subscene keeps signal connections, fixes #1863
2015-05-10 15:45:33 -03:00
Hearto Lazor
bd1e54a8b7
- Implemented support for fixed process on timer. Useful for cooldowns without the influence from framerate
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similar to animation player (idle/fixed mode), where idle mode = old timer, fixed mode = fixed process implementation:
Example of the behaviour with a stream of bullets with timers on different frame rates:
https://gfycat.com/HeartyImpressiveIndiancow
- A change for more uniform ticks on fixed/idle
without this fix:
http://i.imgur.com/0TMQ6CG.png
with this fix:
http://i.imgur.com/3zYx16c.png
2015-05-10 10:00:26 -04:00
Juan Linietsky
2d396fb710
-More strict argument type-checking, will make many bugs visible, fixes #1809
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-added NOTIFICATION_INSTANCED
2015-05-04 18:30:57 -03:00
Juan Linietsky
bf53b7789a
-fix timer behavior described, closes #1455
2015-05-01 11:44:02 -03:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
e7ba4eca9f
-function remove_and_delete_child removed. Just use child.free() or child.queue_free() instead. Fixes #1603
2015-04-09 00:49:48 -03:00
Juan Linietsky
7b75658bb2
Merge pull request #1585 from UsernameIsAReservedWord/add_is_queued_for_deletion_in_objects
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add : bool Object.is_queued_for_deletion()
2015-04-07 20:14:51 -03:00
TheoXD
68c2a959dd
Bullet shower demo crashed because of dynamic casting in the code for object picking. Making sure the object has an ID greater than 0 before typecasting solves it.
2015-04-03 14:42:05 +02:00
yg2f
3c67e22c3d
add : bool Object.is_queued_for_deletion()
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`object.is_queued_for_deletion()` return true if the object was
`object.queue_free()` or `SceneTree.queue_delete(object)`.
2015-03-28 18:34:28 +01:00
Juan Linietsky
dac2017dee
fixes/cleans up
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-input now correctly works when using viewport scaling
-added function to get areas/bodies in given point
-added function to get space state directly from world
2015-03-22 09:40:26 -03:00
Juan Linietsky
c6c72a3c37
input events on Area2D is now supported
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also added a demo showing how this works
2015-03-22 01:46:18 -03:00
romulox_x
f4312a5076
added option to disable automatic clearing of viewport render buffer
2015-02-21 01:35:06 -08:00
Juan Linietsky
d2f86cc09b
fixes to mouse warp
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-can warp now from viewport and control, in their respective coordinate
systems
-warp is now local to the window on Windows and OSX.
IF YOU RUN OSX, PLEASE TEST THIS! And make sure it works!, new code is
in OS_OSX::warp_mouse_pos. I don't have OSX so i can't test!
2015-02-14 19:22:06 -03:00
marynate
61fcca7111
Add Stop pause mode implementation
2014-12-28 00:29:12 +08:00
Juan Linietsky
bcf27feb98
New Code Completion
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-=-=-=-=-=-=-=-=-=-
-Massive improvement to code completion
-Argument hinting for functions
If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.
Please enter the commit message for your changes. Lines starting
2014-12-16 22:31:57 -03:00
Juan Linietsky
9df8d5f616
Merge pull request #916 from quabug/commit
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Add move_child_notify method in Node class
2014-12-08 16:46:51 -02:00
Juan Linietsky
c79be979d4
Batch of Bugfixes
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-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914 , #859 , #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899 , but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
2014-12-07 02:04:20 -03:00
quabug
25f8f5339a
use tab instead of space
2014-12-03 13:29:28 +08:00
quabug
4a71142623
Add move_child_notify method in Node class
2014-12-03 13:22:06 +08:00
Juan Linietsky
0dbedd18fc
SceneMainLoop -> SceneTree
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
d85b67be53
Bug Fixes
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-=-=-=-=-
-Fixed problem with scaling shapes (#827 ), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806 )
-Fix Crash in CollisionPolygon2DEditor (#814 )
-Restored Ability to compile without 3D (#795 )
-Fix InterpolatedCamera (#803 )
-Fix UV Import for OBJ Meshes (#771 )
-Fixed issue with modifier gizmos (#794 )
-Fixed CapsuleShape gizmo handle (#50 )
-Fixed Import Button (not properly working in 3D) (#733 )
-Many misc fixes (though no new features)
2014-11-02 11:31:01 -03:00
Juan Linietsky
e82dc40205
-Much improvement to baked light baker
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-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
2014-10-27 22:54:32 -03:00
Juan Linietsky
a84ba9c853
Collada
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-=-=-=-
-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
2014-10-14 01:01:25 -03:00
Juan Linietsky
948fd83cdd
Little Bits
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-=-=-=-=-=-
-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
2014-10-12 02:13:22 -03:00