godot/scene/main
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
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SCsub GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
canvas_layer.cpp SceneMainLoop -> SceneTree 2014-11-05 21:20:42 -03:00
canvas_layer.h GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
misc.cpp GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
misc.h GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
node.cpp -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
node.h -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
resource_preloader.cpp GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
resource_preloader.h GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
scene_main_loop.cpp add : bool Object.is_queued_for_deletion() 2015-03-28 18:34:28 +01:00
scene_main_loop.h SceneMainLoop -> SceneTree 2014-11-05 21:20:42 -03:00
scene_singleton.cpp GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
scene_singleton.h GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
timer.cpp Batch of Bugfixes 2014-12-07 02:04:20 -03:00
timer.h GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
viewport.cpp 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
viewport.h input events on Area2D is now supported 2015-03-22 01:46:18 -03:00