godot/scene
Hein-Pieter van Braam fa7eac8a0d Delay emitting pressed signals in PopupMenu
When processing items we may actually delete the item we're processing
in the callback for the signal. To avoid this, call the signal after
we're done processing the items. But before hiding the popupmenu itself.

Thanks to @reduz for writing the whole solution.

This fixes #19842
2018-08-16 21:44:18 +02:00
..
2d Lift 1440 limit in rotation_degrees hint range 2018-08-16 14:36:38 +02:00
3d Expose PhysicalBone::get_bone_id() to c#/gdscript 2018-08-12 19:29:51 +01:00
animation Tween: Add a unique identifier to InterpolateData to be able to remove the right one when finished 2018-08-16 15:59:35 +02:00
audio Improved stream paused fade code 2018-07-09 21:58:33 -03:00
gui Delay emitting pressed signals in PopupMenu 2018-08-16 21:44:18 +02:00
main Lift 1440 limit in rotation_degrees hint range 2018-08-16 14:36:38 +02:00
resources Attempting to workaround the problem present in #20904, let me know if it works. 2018-08-15 13:24:52 -03:00
register_scene_types.cpp Added proper import support for 3D and Array textures 2018-08-06 14:56:06 -03:00
register_scene_types.h Add missing copyright headers and fix formatting 2018-01-05 01:22:23 +01:00
scene_string_names.cpp Expose _clips_input as a virtual function, closes #15358 2018-07-29 12:48:17 -03:00
scene_string_names.h Expose _clips_input as a virtual function, closes #15358 2018-07-29 12:48:17 -03:00
SCsub disable caching for targets using helper functions 2017-11-28 23:24:12 -04:00