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2017-08-17Rename `XL_MESSAGE` aka `tr` to `localize`Rémi Verschelde
Also renames `set_message_translation` to `set_message_localization` for consistency.
2017-08-11Merge pull request #9987 from Rubonnek/move-members-to-initilization-listRémi Verschelde
Moved member variables from constructor to initialization list
2017-08-10Fixes method definitions with extra number of argumentsIgnacio Etcheverry
2017-08-10Removes type information from vararg method bindsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-10Adds missing type information to virtual method bindsIgnacio Etcheverry
2017-08-08Moved member variables from constructor to initialization listWilson E. Alvarez
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-06Fix is_class check typo in ObjectDB::cleanupRuslan Mustakov
2017-08-05Made bool constructor explicit in Variant to avoid bugs, fixes #7843Juan Linietsky
2017-07-22function to add script and instance at once, as needed by neikeqJuan Linietsky
2017-07-18_get return type fixRamesh Ravone
2017-07-16Added a simpler/faster way to bind script languages instance wrappers to GodotJuan Linietsky
2017-07-16Bindings: Fix Object::get_meta return type.Andreas Haas
The method was shown as void in the docs.
2017-06-27Merge pull request #9195 from kubecz3k/obj-incoming-connectionsRémi Verschelde
Ability to get a list of signals that are targeting given object
2017-06-25-Added folding to property editor, persistent on objects it editsJuan Linietsky
-Some changes to tree to support this properly
2017-06-15Ability to get a list of signals that are targeting objectJakub Grzesik
2017-06-09-Restored multithread capability to VisualServerJuan Linietsky
-Restored resource previews!
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-13fixed ClassDB inconsistenciesKarroffel
fixes #7960
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-15-begin of export work, not done yetJuan Linietsky
-fixes to make scenes exported from godot 2.x work
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-09-All types have editable script now in propertiesJuan Linietsky
-Changed clip to a property in Control which can be set by the user
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-09-25Throw error when trying to emit a non-existing signal.Andreas Haas
closes #6017
2016-09-10Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky
Fix some more warnings
2016-09-07Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky
documentation more clearly and also make it easier to bind to C#
2016-08-25More visual script workJuan Linietsky
-Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
2016-08-13Fix some warnings about unhandled switch casesJohan Manuel
2016-08-06Allow documenting unexposed return types in bind_native_methodeska
Document return type of `Object.call` and `GDScript.new`
2016-07-08Remove unused variables (fourth pass) + dead codeRémi Verschelde
Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
2016-06-21Object: get_signal_connection_list fixedJ08nY
now returns only the connections for the signal argument, as specified fixes #5329
2016-06-07Fix indentation issues in last commitsRémi Verschelde
Ping @reduz.
2016-06-06Added function get_signals_connected_to_this_this()Juan Linietsky
should help properly implement #5058
2016-06-04Created a NodeDock with signals and groupsJuan Linietsky
2016-05-27Changed import workflowJuan Linietsky
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
2016-05-22Real-Time Remote Inspector supportJuan Linietsky
2016-05-21First version of ProfilerJuan Linietsky
It is now possible to profile GDScript as well as some parts of Godot internals.
2016-05-14New reworked AnimatedSprite!Juan Linietsky
-New SpriteFrames editor, with support for drag&drop, multiple animation sets, animation speed and loop. -New AnimatedSprite, with support for all the new features! AnimatedSprite3D has not been updated yet. -Added support for drag&drop to other editors, such as resourcepreload, sample library, etc.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-04-make signals throw an error when target method is not found, fixes #2036Juan Linietsky
-removed 4 arguments limit for emit_signal() from script -remvoed 4 arguments limit for call_deferred() from script
2016-01-01Merge pull request #3184 from vnen/update-copyright-2016Juan Linietsky
Update copyright to 2016 in headers
2016-01-01Update copyright to 2016 in headersGeorge Marques
2016-01-01introspection of signals and signal connections from GDScript was not ↵Juan Linietsky
working, fixes #2325
2015-12-28Add missing argument names in GDScript bindingsRémi Verschelde
All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).