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path: root/doc/classes/Node.xml
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2022-04-05Change gizmo_extents to propertykobewi
2022-04-05[Input] Add extra `shortcut_input` input processing step to process Unicode ↵bruvzg
character input with Alt / Ctrl modifiers, after processing of shortcuts.
2022-03-31Merge pull request #59590 from Calinou/rename-print-stray-nodesRémi Verschelde
2022-03-31Rename `Node.print_stray_nodes()` to `Node.print_orphan_nodes()`Hugo Locurcio
The "orphan" terminology is already used elsewhere.
2022-03-30Make vararg method bind no return and returnPierre-Thomas Meisels
Type emit_signal exposed method return type set UndoRedo add_do_method and add_undo_method exposed return void Set TreeItem::_call_recursive_bind returns void Set _rpc_bind and _rpc_id_bind returns void in Node Set _call_group and _call_group_flags method returns void in SceneTree Set godot-cpp-test CI flag to false
2022-03-18Mention that Node's `owner` must be set for persistence to workHugo Locurcio
This is already done in `Node.add_child()` documentation, but this copies the note in `Node.owner` for good measure.
2022-02-19Merge pull request #58042 from Sauermann/fix-viewport-border-notificationsRémi Verschelde
Fix Viewport mouse enter+exit notifications
2022-02-17Change 'find_node' to 'find_nodes' and Add 'type' parameterdiddykonga
Changed 'find_node' to 'find_nodes' which now returns an 'TypedArray<Node>', as well as Added a 'type' parameter to match against specific node types, which supports inheritance.
2022-02-15Connect notifications from Container to ViewportMarkus Sauermann
mouse enter+exit
2022-02-15Add an XML schema for documentationHugo Locurcio
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-05Merge pull request #57385 from madmiraal/update-mouse-pointer-definitionsRémi Verschelde
Update definitions of get_mouse_position methods
2022-02-05Add @ to onready annotated variables in docsMarkus Sauermann
2022-02-04Update definitions of get_mouse_position methodsMarcel Admiraal
2022-02-02Add a signal to notify when children nodes enter or exit treereduz
-Allows more fine grained notifications (hence better performance) than using the global scene tree signals (node added and removed). -Required for #55950
2022-01-09Add a note that the script property is part of the object classskyace65
2021-12-16Mention what happens if find_node() failskobewi
2021-12-10Clarify that replace_by keeps child nodes in treecdemirer
2021-12-06Merge pull request #55500 from KoBeWi/just_doc_thingsMax Hilbrunner
Misc improvements to various docs
2021-12-02Fix various misused code tag in classrefHaoyu Qiu
2021-11-30Misc improvements to various docskobewi
2021-11-25Merge pull request #52387 from Calinou/node-rename-path-changed-notificationMax Hilbrunner
Rename Node's `NOTIFICATION_PATH_CHANGED` to `NOTIFICATION_PATH_RENAMED`
2021-11-23Mention that replace_by doesn't free the nodekobewi
2021-11-23Document the engine's use of internal groups in NodeHugo Locurcio
2021-11-15Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde
2021-11-10Update editor description property flagmegalobyte
2021-10-09Mention remove_node() side effect of potentially setting owner to nullzacryol
2021-10-08[Net] Add call_local argument to Node.rpc_config.Fabio Alessandrelli
2021-10-06doc: Update links to latest documentation after content reorganizationRémi Verschelde
2021-09-30Rename Node's `filename` property to `scene_file_path` for clarityHugo Locurcio
2021-09-30Clarify what the `Node.filename` property containsHugo Locurcio
2021-09-08Merge pull request #52310 from Calinou/doc-node-groups-unorderedMax Hilbrunner
Document that node groups don't have a guaranteed order
2021-09-08Multiplayer networking renames/simplificationMax Hilbrunner
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
2021-09-07[Net] Move multiplayer to core subdir, split RPCManager.Fabio Alessandrelli
Move multiplayer classes to "core/multiplayer" subdir. Move the RPCConfig and enums (TransferMode, RPCMode) to a separate file (multiplayer.h), and bind them to the global namespace. Move the RPC handling code to its own class (RPCManager). Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-04Rename Node's `NOTIFICATION_PATH_CHANGED` to `NOTIFICATION_PATH_RENAMED`Hugo Locurcio
The new name is less misleading, as the notification is only emitted when the node name (or one of its parents' names) is changed.
2021-09-01Document that node groups don't have a guaranteed orderHugo Locurcio
2021-08-30[Net] Rename RPC "puppet" to "auth" (authority). Drop "master".Fabio Alessandrelli
This commit completely removes the RPC_MODE_MASTER ("master" keyword), and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword). This commit also renames the "Node.[get|set]_network_master" methods to "Node.[get|set]_network_authority". This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY. RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by any puppet peer on the master, while RPC_MODE_PUPPET meant that it would be callable by the master on any puppet. Beside proving to be very confusing to the user (referring to where it could be called instead of who can call it) the RPC_MODE_MASTER is quite useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with the exception that the network master cannot. While this could be useful to check in some case, in such a function you would anyway need to check in code who is the caller via get_rpc_sender_id(), so adding the check there for those rare cases does not warrants a dedicated mode.
2021-08-28Add support for internal nodeskobewi
2021-08-24Merge pull request #52000 from lyuma/set_editable_instanceJuan Linietsky
Make Node editable_instance methods available to GDScript
2021-08-23Make Node editable_instance methods available to GDScriptLyuma
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22Revert "Add Node processing and physics processing cumulative (as opposed to ↵Juan Linietsky
delta) time"
2021-08-17Add Node processing and physics processing cumulative (as opposed to delta) ↵Mohammad Khashashneh
time.
2021-08-11Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
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.