Age | Commit message (Collapse) | Author |
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Also renamed Input to InputFilter because all it does is filter events.
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
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This closes https://github.com/godotengine/godot-docs/issues/2730.
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- 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.
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Also changed all relevant properties defined manually to StringName.
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objects and made them default.
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- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
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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.
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Fixes #33749
This function can be called outside the scene tree.
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This closes #33660.
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This method can be used to generate custom node warnings by script.
Node::_get_configuration_warning was already exposed to generate custom warnings, but it wasn't fully usable without being able to notify the scene tree when the warning needs to appear or change.
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Added some obvious errors explanations
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resumed on Android devices.
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It is implemented using editor-only metadata, in a way similar to
edit locking or Position2D gizmo extents.
This closes #2082.
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The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
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Improve error message in Node::get_path()
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Improve error message in Node::remove_child()
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Unnecessary reassignments
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Those assignments are duplicated since add_to_group() or remove_from_group() aren't changing the state of those members.
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Fix inability to insert keys via Insert Key context menu
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Fixes #30495
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Fix some editor crashes
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Remove redundant code, possible NULL pointers and others
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Also document NodePath.
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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In practice this only happens when duplicating a node which is not in
the scene tree yet, as nameless nodes get assigned a generated name
when added to the scene tree.
Fixes #27319.
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Add settings for single-quotes on completion
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Add a monitor for the orphan nodes
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It appears that Object::script may be a valid ScriptInstance but not be
castable to Ref<Script>. There were only 5 places in the code that made
this assumption. This commit fixes that.
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- Allow the user to keep track of the nodes that might leak
- Possible fix for #27103
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-Node folding is now saved externally together with the properties
-External resources remember their ID when scenes are saved.
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Make get_node return NULL for empty NodePaths
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#27614
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