Commit graph

172 commits

Author SHA1 Message Date
volzhs
4e9795aa99 Fix not to show configuration warning on every node has script 2018-08-15 21:35:06 +09:00
Juan Linietsky
ef5095720b -Deprecate ImageTexture::load
-Add warning to Image::load when loading resources
-Add script binding for get_configuration_warning
2018-08-14 16:53:20 -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
Juan Linietsky
172f652dc0
Merge pull request #19888 from AndreaCatania/pry
Implemented proceses priority
2018-07-23 07:21:38 -03:00
Andrea Catania
51dfa10ac7 Implemented proceses priority 2018-07-23 12:19:38 +02:00
Rémi Verschelde
7c9f7452f4 Style: Format code with clang-format 6.0.1 2018-07-18 16:27:03 +02:00
Max Hilbrunner
465edbd2bc
Merge pull request #19853 from khairul169/duplicate_bug
Fix duplicate method on instanced node generates duplicated children.
2018-07-03 18:48:45 +02:00
Juan Linietsky
2dc738ce27 -Fixes to how hashing happened, now StringName and NodePath use default hasher, this was leading to some severe slowdown in scenarios
-Fixes to some duplication scenarios for instanced scenes
2018-07-02 15:08:35 -03:00
khairul169
8e03715a5c Fix duplicate bug 2018-06-30 17:35:51 +07:00
Marcelo Fernandez
8c1c7ff131 Add missing NULL checks for add_child_below_node 2018-06-19 22:47:34 -03:00
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
Juan Linietsky
7b065a59fa
Merge pull request #15911 from Zephilinox/ready_signal
Add ready signal to Node
2018-05-07 17:56:10 -03:00
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
Juan Linietsky
e9e5aa617e
Merge pull request #17227 from Faless/multiplayer_api
[RFC] MultiplayerAPI refactor
2018-04-08 11:04:16 -03:00
Juan Linietsky
4ee3f3251d
Merge pull request #17382 from bojidar-bg/13971-path-array-unsaved
Duplicate Arrays and Dictionaries when instancing scene in editor
2018-04-08 09:39:03 -03:00
Bojidar Marinov
9f6c0c6eae
Duplicate Arrays and Dictionaries when instancing scene in editor
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate

Fixes #13971
2018-03-13 17:18:08 +02:00
Link
611c050469 Fix switching WindowDialog types leaves garbage buttons
We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`.

Fixes: #16350
2018-03-07 18:28:29 +08:00
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
Zephilinox
a826fb8d8b Add ready signal to Node
Closes #15889
2018-01-20 21:57:59 +00:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Juan Linietsky
a26e6c8215 Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification.
Updated doc accordingly.
2018-01-12 08:29:24 -03:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
AndreaCatania
5ac441131e Fixed crash on duplicate GIProbe baking 2018-01-11 19:50:33 +01:00
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
volzhs
d6a88cdc41 Fix crash from move_child at saving scene 2017-12-25 01:31:13 +09:00
Rémi Verschelde
e83c502939
Merge pull request #14754 from willnationsdev/dictionary-copy
Added 'duplicate' function for Dictionary in C++ and API.
2017-12-17 23:58:59 +01:00
Will Nations
f19fc83546 Dictionary::copy -> ::duplicate 2017-12-17 16:07:15 -06:00
Matthias Hoelzl
ced1ff63a8 Improve duplication and saving of instanced scenes 2017-12-16 17:58:17 +01:00
Juan Linietsky
f3ad14224e -Add lightmapper
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
2017-12-14 09:01:27 -03:00
Konstantin Zaitsev
1f0e9c13a4 Fixed crash on duplicate instanced nodes (#13432) 2017-12-01 17:57:47 +07:00
Pedro J. Estébanez
922cf9fbb0 Fix crash on node duplication
That happened when an instanced scene was being duplicated while it also contained nodes added to it in the scene holding the instance.

Plus:
- Add comments about the logic behind all this.
- Move the null guard to where it can protect the most, but consider it a runtime error rather that a situation we expect.

Fixes #13282.
2017-11-25 21:14:35 +01:00
Juan Linietsky
bc2e8d99e5 Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Will Nations
e1c907ec73 Node.duplicate(): instanced node's descendants' properties now update
w/ original's runtime values.
2017-11-21 23:04:40 -06:00
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
Chaosus
fc74dbabd5 Preserve duplicate signal flags 2017-11-21 11:46:19 +03:00
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
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
- 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