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path: root/modules/visual_script/visual_script_nodes.cpp
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2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
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".
2021-08-30[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.
2021-08-26Fix misspelled "overriden"Haoyu Qiu
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
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.
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-21Merge pull request #48972 from ↵Rémi Verschelde
DavidCambre/Expose_VisualScriptCustomNode_TypeHints_m
2021-07-21expose type hints for VisualScriptCustomNodeDavid Cambré
Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
2021-07-21Use the standard C `INFINITY` and `NAN` constants directlyHugo Locurcio
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
2021-07-19Merge pull request #50566 from reduz/optimize-stringname-usageRémi Verschelde
Optimize StringName usage
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-18Prevents some warnings from appearing in visual scriptsYuri Roubinsky
2021-07-01Use PROPERTY_USAGE_NONE instead of 0 for no property usageAaron Franke
Also use const more often.
2021-06-29Fixes Visual script nodes operator mismatch issue #49943Dipal M Zambare
2021-06-23Fix logic operators mislabeled #49412Martin
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-09Refactored variant constructor logicreduz
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-11-06Refactored Variant Operators.reduz
-Using classes to call and a table -For typed code (GDS or GDNative), can obtain functions to call prevalidated or ptr.
2020-10-06added temp variable because *p_inputs[2] is the same as *p_outputs[0]Jacob Edie
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-02Deconstruct VSNodes for new Variant typesSwarnim Arun
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-10Fix VisualScriptClassConstant to be updated properlyYuri Roubinsky
2020-01-30Fix GlobalConstant/BasicTypeConstant return type in visual scriptsYuri Roubinsky
2020-01-19Fix ClassDB API portability with some android and editor classesIgnacio Etcheverry
- `EditorNavigationMeshGenerator` was being registered as part of the Core API, even after d3f48f88bb84d22b7805ce971ac86cf1953a29fd. We must make sure to set Editor as the current ClassDB API type before creating an instance. - The `VisualScriptEngineSingleton.constant` property has a property hint string that's different between tools and non-tools builds. This commit makes the hint string to no longer be set in `_bind_methods`, and to instead set it in `_validate_property`. This way it's ignored when calculating the API hash. - `JavaClassWrapper` is now registered in ClassDB on all platforms, using a dummy implementation on platforms other than Android. This fixes API portability between Android and other platforms. - Updated `--class-db-json` command to ignore non-virtual methods that start with an underscore (see: 4be87c6016a5893cbde897924e540df4c988cee5).
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-11-15Use the Unicode "multiply" sign for the "A x B" visual script nodeHugo Locurcio
2019-09-29Deconstruct node for VisualscriptSwarnim Arun
Adds deconstruct nodes for the built-in types and adds default text to function rename_input_box for the visualscript.
2019-09-27doc: Sync classref with current sourceRémi Verschelde
And various fixes to bindings, hyperlinks and an uninitialized variable.
2019-09-26Visualscript editor graph unification & refactoringSwarnim Arun
Removes the need to have separate graphs per function for the VisualScript Nodes, and refactoring UI and other improvements such as fuzzy search, right click search boxes and in-graph editable nodes
2019-08-14Plugin support for visual shadersYuri Roubinski