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path: root/doc/classes/Node.xml
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2021-07-12[Net] Rename NetworkedMultiplayerENet to ENetMultiplayerPeer.Fabio Alessandrelli
2021-07-12[Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.Fabio Alessandrelli
2021-07-12[Net] Remove most multiplayer hooks from SceneTree.Fabio Alessandrelli
Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`.
2021-06-30Merge pull request #49834 from nekomatata/physics-disable-modesRémi Verschelde
Add support for controlling physics nodes' behavior when disabled
2021-06-30Add support for controlling physics nodes' behavior when disabledPouleyKetchoupp
New property disable_mode to set different behaviors: Remove: remove from physics simulation MakeStatic: change body mode to static (doesn't affect area and soft body) KeepActive: do nothing Extra change: Handle disable/enable node state with specific notifications, in order to differentiate global pause from disabled nodes.
2021-06-29Merge pull request #49719 from LightningAA/rename-node-is-ancestor-ofRémi Verschelde
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-21Rename `is_a_parent_of()` to `is_ancestor_of()`Lightning_A
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-20Merge pull request #41794 from KoBeWi/shiny_new_tweensRémi Verschelde
2021-06-19Complete rewrite of TweensTomasz Chabora
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween. * Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot. * Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget). * There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener. * The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners. * Tweeners by default execute in sequence, so it's easy to create complex chained animations. * You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
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.