Age | Commit message (Collapse) | Author |
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These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
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Removes custom_multiplayer from Node.
MultiplayerAPI overrides are now set at SceneTree level, and apply to
whole branches.
Impact on performance when using only the default multiplayer or
overriding it is minimal, the use of branches can likely be further
optimized by caching nodes and relevant MultiplayerAPI IDs.
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The new name contrasts it better with `find_parent`, and makes it clear
that it only matches child/descendant nodes.
Also rename `find_nodes` to `find_children` accordingly.
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Implements https://github.com/godotengine/godot-proposals/issues/4096
* Nodes can be marked unique to the scene in the editor (or via code).
* Unique nodes can be accessed via the **%** prefix at any point in the path. From that point in the path (depending on whether the scene of the path is), the unique node will be fetched.
* Implementation is very optimal, as these nodes are cached.
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character input with Alt / Ctrl modifiers, after processing of shortcuts.
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The "orphan" terminology is already used elsewhere.
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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
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* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
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Fix Viewport mouse enter+exit notifications
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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.
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mouse enter+exit
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Node::rpc and Node::rpc_id will now also accepts Strings instead of only
accepting StringNames.
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Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).
New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.
New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
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-Allows more fine grained notifications (hence better performance) than using the global scene tree signals (node added and removed).
-Required for #55950
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Happy new year to the wonderful Godot community!
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
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- Regarding preservation of owner, `free()` and `remove_child()` now behave the same: owner is kept during `tree_exiting` signal and `null` during `tree_exited`.
- `tree_exited` is emitted in the same order as `tree_exiting`.
- Superfluous code to handle cancelation of ownership is removed.
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Rename Node's `NOTIFICATION_PATH_CHANGED` to `NOTIFICATION_PATH_RENAMED`
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This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
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`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.
Also cleans up a couple extra unused invalid includes in `core`.
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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.
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[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
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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".
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Prevent the root node to be set to PROCESS_MODE_INHERIT, since it causes
undefined behavior.
Fix a case where the process owner node is wrongly set to the direct
parent instead of the proper node.
Add errors for all unhandled cases.
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Otherwise, `_ready()` will not be called on classes
that define this function and doesn't have a script attached.
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The new name is less misleading, as the notification is only emitted
when the node name (or one of its parents' names) is changed.
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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.
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