Commit graph

198 commits

Author SHA1 Message Date
Rémi Verschelde
9d598833d2 Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
Rémi Verschelde
449ef95c40 Node: Add debug info to add_child reparenting check
(cherry picked from commit 3c5ce736e6)
2017-08-27 13:03:05 +02:00
Yakov Borevich
3401ca6803 [2.1] Add expand stretch/ascpect - no more black bars 2017-08-09 12:30:06 +03:00
Pedro J. Estébanez
c1630f0e60 Fix Node::move_child() crash if moving to the end plus one
(cherry picked from commit 6c1b7fd899)
2017-07-25 05:21:58 +02:00
Rémi Verschelde
8d6445b8f3 Merge pull request #7946 from RandomShaper/fix-vis-notifier-2d-2.1
Fix VisibilityNotifier2D viewport offset issue (2.1)
2017-06-25 11:21:43 +02:00
Fabio Alessandrelli
56e23624bf Fix bug in pause mode propagation
Pause mode was not correctly propagating effectively stopping
immediately when the mode was not PAUSE_MODE_INHERIT.

(cherry picked from commit a5ce7a98cb)
2017-05-12 20:01:53 +02:00
Fabio Alessandrelli
2665460390 Fix bug with viewport not correctly setting audio listener 2d 2017-05-05 15:21:42 +02:00
volzhs
edefaa768b Fix auto_accept_quit option to work
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 19:54:08 +09:00
Rémi Verschelde
3b687c5474 Move VERSION_MKSTRING logic to version.h
Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.
2017-04-10 23:08:28 +02:00
Rémi Verschelde
e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
Rémi Verschelde
63ddee793e Merge pull request #8307 from RandomShaper/optimize-out-debug-n-non-tools-2.1
Optimize-out some debug and/or non-tools methods (2.1)
2017-04-07 22:22:43 +02:00
Pedro J. Estébanez
1b15c53479 Optimize-out some debug and/or non-tools methods
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 16:34:15 +02:00
Pedro J. Estébanez
4087e61900 Reset display folded for an instanced scene if editable children is toggled off
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 15:46:13 +02:00
Rémi Verschelde
9a9bd12913 Fixer looping timer accumulation in _process
Follow-up to #8251.

(cherry picked from commit 5b5a825c7f)
2017-04-05 08:24:15 +02:00
Nikhil Shagrithaya
323041a476 previous value of time_left is added to wait_time before assigning to time_left
(cherry picked from commit ea4fbee8f2)
2017-04-05 08:23:34 +02:00
Andreas Haas
1620f46f03 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.

(cherry picked from commit 1d3c9c448d)
2017-04-05 08:18:59 +02:00
Saggi Mizrahi
89b201b466 Add the option to check if input was handled
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>
(cherry picked from commit 245ace6e2e)
2017-04-05 08:15:15 +02:00
Fabio Alessandrelli
d9525082fe 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)

(cherry picked from commit 88a56ba783)
2017-03-22 21:00:23 +01:00
Pedro J. Estébanez
4a93b6b172 Fix VisibilityNotifier2D double application of viewport offset 2017-03-20 20:01:35 +01:00
AlexHolly
cf7ba8e390 fix remove_and_skip()
(cherry picked from commit 3f78f1f17d)
2017-03-19 00:38:36 +01:00
Ignacio Etcheverry
94653f0e88 Fix connection errors when replacing node
- Avoid connecting the signals to nonexistent methods
- Preserve only persistent connections

(cherry picked from commit d210ac66ef)
2017-03-19 00:38:30 +01:00
Rémi Verschelde
f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
Rémi Verschelde
dbf0137576 Style: Fix statements ending with ';;'
(cherry picked from commit f44ee891be)
2017-03-18 21:14:33 +01:00
Pedro J. Estébanez
7b27cc91b1 Remove warning on owner re-assignment 2017-03-15 12:28:38 +01:00
Pedro J. Estébanez
bbbc3a91c9 Add flags parameter 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 work as usual, that is, including everything
2017-02-20 19:43:26 +01:00
Juan Linietsky
25a62a3e32 Added a few functions to make 2D split screen easier.
(cherry picked from commit a4156f1f0a)
2017-01-12 20:53:03 +01:00
Fabio Alessandrelli
b61d7e6261 Restore viewport set_world_2d functionality
(cherry picked from commit 97cf3eba56)
2017-01-12 19:44:22 +01:00
Rémi Verschelde
d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
Bojidar Marinov
13cdc2a6f5 Guard agains duplicate calling of _ready when instanced in _enter_tree
Fixes #6005

(cherry picked from commit 184173a9b9)
2017-01-12 19:15:26 +01:00
Fabio Alessandrelli
7a77fd1cd5 Expose HTTP classes' set_ip_type to scripting
(cherry picked from commit d194e1c48e)
2017-01-04 00:46:33 +01:00
Fabio Alessandrelli
7ef71b9013 Allow setting ip_type for TCP/UDP and HTTP classes
(cherry picked from commit a77a0118f6)
2017-01-04 00:46:33 +01:00
khairul169
8a813e2a1e Uncomment debug properties of HTTP Request
(cherry picked from commit 6a7aebdf6c)
2016-11-15 08:44:53 +01:00
Ignacio Etcheverry
7e3360ae01 Keep groups when replacing nodes
(cherry picked from commit 305956bf70)
2016-11-15 08:28:11 +01:00
Ariel Manzur
dbca4ee3fe adding get_stored_values method
changed order name
2016-11-08 18:14:10 -03:00
Rémi Verschelde
e259bf8bbb 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.
2016-11-02 22:28:28 +01:00
Rémi Verschelde
5a49e45d21 SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.

(cherry picked from commit fc8ccd5b8c)
2016-10-30 14:51:34 +01:00
Mateusz Adamczyk
ce1138cb02 Added simple check to viewport, if matrix32 is invesile (https://github.com/godotengine/godot/issues/6296).
(cherry picked from commit 8671836b76)
2016-10-09 17:40:37 +02:00
anneomcl
12edde80f2 Fix for #6158. Converting Vector2 to Size2 for scaling functions.
(cherry picked from commit aa5ade834c)
2016-10-09 17:18:54 +02:00
Juan Linietsky
3ff8dea5f9 Fix Viewport.get_mouse_pos() for specific situations, closes #1885
(cherry picked from commit b16f41a10a)
2016-09-18 23:17:07 +02:00
Kazuo256
4a9461fded Add http method and request data parameters
For HTTPRequest::request

(cherry picked from commit c53e5c555a)
2016-09-18 23:05:40 +02:00
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
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
Fix tooltips blinking
2016-07-24 12:37:17 -03:00
Ignacio Etcheverry
67640c84eb Viewport: Replace obsolete "windows" group calls
- 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.
It happens when the viewport has WorldEnviroment child with a valid Enviroment
2016-07-08 14:27:19 -03:00