godot/scene
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
..
2d Created new Engine singleton, and moved engine related OS functions to it. 2017-01-13 12:51:14 -03:00
3d Rename collision layer as suggested in #5696 2017-01-13 11:01:19 -03:00
animation Tween: Rename times_in_sec (sic) param to duration 2017-01-13 19:40:18 +01:00
audio -Conversion of most properties to a simpler syntax, easier to use by script 2017-01-04 01:16:14 -03:00
gui Renamed button functions to be more verboes, same with Range unit value -> ratio 2017-01-13 14:08:30 -03:00
io Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
main Reenable node name case setting + code cleanups 2017-01-13 22:38:43 +01:00
resources Unify naming of blendshape / morphtarget into just "Blend Shape" 2017-01-12 08:34:00 -03:00
register_scene_types.cpp some class renames 2017-01-12 18:28:12 -03:00
register_scene_types.h Welcome in 2017, dear changelog reader! 2017-01-01 22:03:33 +01:00
scene_string_names.cpp Renamed most signals so they refer to: 2017-01-12 00:51:08 -03:00
scene_string_names.h Renamed most signals so they refer to: 2017-01-12 00:51:08 -03:00
SCsub style: Various other PEP8 fixes in Python files 2016-11-01 00:35:16 +01:00