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path: root/scene/gui/graph_node.cpp
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2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
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!
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-14Improved VisualScriptEditorDaniel J. Ramirez
2017-09-03Fix. resizeable -> resizable.Daniel J. Ramirez
(not actually a typo, but the rest of the API uses resizable)
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-10Fixes method definitions with extra number of argumentsIgnacio Etcheverry
2017-08-08Fixes node selection, and properly ignore mouse on inner comment node body, ↵Juan Linietsky
closes #6298
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-06GraphNode: Remove debug print.Andreas Haas
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-06-03InputEvent: Renamed "pos" property to "position"Andreas Haas
Make the naming consistent with other classes.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-08-removed stop mouse and ignore mouse from control, which were confusing, ↵Juan Linietsky
replaced by mouse filter
2017-01-08renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky
differentiated than generalized _input
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!
2016-10-13Expose resizable property of GraphNode in inspectorvolzhs
2016-10-09Merge pull request #6707 from volzhs/graphnodeRémi Verschelde
Expose selected value of GraphNode
2016-10-05Expose selected value of GraphNodevolzhs
2016-10-05Fix GraphEdit grab random node when delete or deselect by clicking empty spacevolzhs
2016-09-02-Added focus to comment nodeJuan Linietsky
-Make comment node not grab focus on main area
2016-08-25More visual script workJuan Linietsky
-Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
2016-08-06Likely with bugs and with some features are missing, as well as profiler ↵Juan Linietsky
support, but VisualScript should be more or less done!
2016-08-05VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky
profiler yet.
2016-08-02Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2016-08-02WIP visual scripting, not working yet but you can check out stuffJuan Linietsky
2016-07-24Fix crash when GraphNode wasn't a child of a ControlJohan Manuel
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-02-08-Cleaned up GraphEdit, also fixes #3568Juan Linietsky
2016-01-18Add zoom to GraphEditMarianoGNU
Also fix some responsiveness issues: -Box selection no longer visible when connecting. -Allow cancel connection with mouse's right button.
2015-07-25Duplicate GraphNode(s) [Control+D]Mariano Javier Suligoy
2015-07-20Fix tab indentMariano Javier Suligoy
2015-07-19Select and move multiple nodes at onceMariano Javier Suligoy
2015-01-08Fixes to GraphEdit:Juan Linietsky
-Working area is bigger now, solves #1148 -Using Position now works, fixes #1141 -RGB ops now work, fixes #1139 -Missing bindings to GraphEdit and GraphNode added -Shader Graph Editor Shows errors on cyclic links and missing connections
2015-01-03-Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky
2014-12-21-ability to set default textures in shader (needed for visual shader editing)Juan Linietsky
-work in progress new graph system (will replace current one) -crash fix in s3m loader (out of bounds acess) -fixed vbox overriding of separation (fixes empty line between section tabs)
2014-12-20WIP work on graph nodes and editingJuan Linietsky