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path: root/scene/2d/visibility_notifier_2d.h
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2020-01-09Don't compile editor-only function when tools=noGilles Roudière
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.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-02Fix warnings on virtual methods [-Woverloaded-virtual] ↵Rémi Verschelde
[-Wdelete-non-virtual-dtor] Fixes the following Clang 7 warnings: ``` editor/editor_help.h:123:7: warning: 'EditorHelpIndex::popup' hides overloaded virtual function [-Woverloaded-virtual] editor/editor_help.h:95:7: warning: 'EditorHelpSearch::popup' hides overloaded virtual function [-Woverloaded-virtual] editor/editor_help.h:96:7: warning: 'EditorHelpSearch::popup' hides overloaded virtual function [-Woverloaded-virtual] editor/plugins/curve_editor_plugin.h:141:15: warning: 'CurvePreviewGenerator::generate' hides overloaded virtual function [-Woverloaded-virtual] editor/plugins/script_editor_plugin.h:70:7: warning: 'ScriptEditorQuickOpen::popup' hides overloaded virtual function [-Woverloaded-virtual] editor/quick_open.h:69:7: warning: 'EditorQuickOpen::popup' hides overloaded virtual function [-Woverloaded-virtual] main/tests/test_io.cpp:53:15: warning: 'TestIO::TestMainLoop::input_event' hides overloaded virtual function [-Woverloaded-virtual] servers/audio/effects/audio_effect_record.h:69:15: warning: 'AudioEffectRecordInstance::process_silence' hides overloaded virtual function [-Woverloaded-virtual] core/os/memory.h:119:2: warning: destructor called on non-final 'ContextGL_X11' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor] core/os/memory.h:119:2: warning: destructor called on non-final 'EditorScriptCodeCompletionCache' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor] core/os/memory.h:119:2: warning: destructor called on non-final 'Engine' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor] core/os/memory.h:119:2: warning: destructor called on non-final 'PhysicalBone::JointData' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor] core/os/memory.h:119:2: warning: destructor called on non-final 'VisualServerScene' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor] core/os/memory.h:119:2: warning: destructor called on non-final 'VisualServerViewport' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor] ```
2018-04-03Remove the selection rect for nodes that do not require itGilles Roudiere
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-19Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2017-01-02ObjectTypeDB 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!
2016-05-17-Added configuration warning system for nodesJuan Linietsky
-Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
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.
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-06-22ability to set process on parent nodes on visibility notifierJuan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-03-09lot of work on 2D lighting and isometric mapsJuan Linietsky
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky