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2021-06-07Merge pull request #49221 from Faless/mp/4.x_rpc_refactorRémi Verschelde
[Net] Refactor RPCs, remove RSETs
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2021-06-01[Net] Refactor RPCs, remove RSETsFabio Alessandrelli
In this PR: - Removed rset - rpc_config can now optionally configure transfer mode (reliable/unreliable/ordered) and channel (channels are not actually implemented yet.) - Refactor how the RPC id is computed to minimize the logic in Node and scripts that now only needs a single `get_rpc_methods` function.
2021-04-19doc: Sync classref with current sourceRémi Verschelde
2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-03-19class reference proofreadingPaul Joannon
2021-02-19Update documentation for the new ProcessModeAaron Franke
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-01Node::replace_by was not copying node properties - removed the dead code.nemerle
The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
2021-01-05Mention that the `delta` argument is in seconds in Node documentationHugo Locurcio
2021-01-05Specify order of drawing of Nodes in raise() descriptionMaganty Rushyendra
2020-11-26[Complex Text Layouts] Add TextServer documentation. Update Font, ↵bruvzg
CanvasItem, Theme and modified controls documentation.
2020-11-20doc: Warn about using Node internal processingRémi Verschelde
See #43689. Also 'fixed' some spelling for behavior in publicly visible strings. (Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling war.)
2020-11-09Docs: Port Code Examples to C# (M, N, O, P, R)HaSa1002
Includes: * MarginContainer * NavigationPolygon * Node * NodePath * OS * PackedByteArray * PackedScene * PacketPeerUDP * PCKPacker * Performance * PhysicsShapeQueryParameters2D * PhysicsShapeQueryParameters3D * PrimitiveMesh * ProjectSettings Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-10-17Document that setting node name will remove @sTomasz Chabora
2020-10-01Link to demos from within the class referenceAaron Franke
2020-09-14Several documentation improvementsDanil Alexeev
2020-09-01Merge pull request #41505 from SekoiaTree/neg-get-childRémi Verschelde
Made get_child support negative indexes
2020-09-01Made get_child support negative indexes, with documentationSekoiaTree
2020-08-31Add link titles for all links in the class referenceHugo Locurcio
This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
2020-08-31Merge pull request #41077 from Calinou/doc-find-node-find-parentRémi Verschelde
Mention performance caveats about `find_node()` and `find_parent()`
2020-08-29Mention performance caveats about `find_node()` and `find_parent()`Hugo Locurcio
See https://github.com/godotengine/godot-proposals/issues/1303.
2020-08-12Expose NOTIFICATION_POST_ENTER_TREETomasz Chabora
2020-07-01Environment: Refactor code for readability + moreRémi Verschelde
- Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
2020-06-12Clarify Node virtual methdods not being called if node is orphanHugo Locurcio
This closes #39489.
2020-05-15Replace 'add_child_below_node' with 'add_sibling' in NodeDominik 'dreamsComeTrue' Jasiński
Fixes: #19642
2020-05-09[DOCS] minor description changesChris Bradfield
2020-04-29Merge pull request #36960 from pycbouh/docs-improve-shortcutsRémi Verschelde
Improve shortcut formatting in docs
2020-04-24doc: Fix parsing typed arrays in makerst.pyRémi Verschelde
`Type[]` typed arrays will link to `Type`, as it's likely the most interesting information for the user. And sync classref with current source.
2020-04-10Improve shortcut formatting in docsYuri Sizov
2020-04-06Remove Node.get_position_in_parent()Tomasz Chabora
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-04Merge pull request #36509 from dalexeev/doc_node_fpsRémi Verschelde
Minor fix in Node class documentation
2020-02-27Improve the `Node.add_child_below_node()` documentationHugo Locurcio
This closes https://github.com/godotengine/godot-docs/issues/2730.
2020-02-24Minor fix in Node class documentationDanil Alexeev
The name of the property responsible for physics fps is fixed: this is `Engine.iterations_per_second`, not `Engine.target_fps`.
2020-02-22doc: Sync classref with StringName/Callable changesRémi Verschelde
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-01-31Update docs to version 4.0clayjohn
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
2020-01-23doc: Misc updates for AnimationNode* and othersRémi Verschelde
- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
2020-01-02Add note about add_child and owner.Ryan Roden-Corrent
Resolves #34739.
2019-12-22Fix the Node `process_priority` description to match actual behaviorHugo Locurcio
This closes #34531.
2019-12-19DUPlICATE_USING_INSTANCE documentation updatealexchond
2019-12-17Document DUPLICATE_USE_INSTANCING #2770alexchond
2019-11-25Merge pull request #33867 from rcorre/get_node_docsRémi Verschelde
Clarify get_node vs get_node_or_null.
2019-11-17Implement `Node::get_process_priority()` and its associated propertyHugo Locurcio
This closes #33660.
2019-10-17Expose Node::update_configuration_warning() to scriptsPouleyKetchoupp
This method can be used to generate custom node warnings by script. Node::_get_configuration_warning was already exposed to generate custom warnings, but it wasn't fully usable without being able to notify the scene tree when the warning needs to appear or change.
2019-09-20Merge pull request #32064 from m4gr3d/propagate_gl_surface_eventsRémi Verschelde
Notify for app pause and resume events on Android
2019-09-19Add new events and accompanying logic to notify when the app is paused and ↵fhuya
resumed on Android devices.
2019-09-19Clarify get_node vs get_node_or_null.Ryan Roden-Corrent
Fixes #2771. It is confusing to say get_node will "raise an error" if the node does not exist, as this phrase is used elsewhere in the godot docs (e.g. at several points in the GDScript overview) to indicate something that will completely stop execution. Saying it logs an error is more accurate.