Age | Commit message (Collapse) | Author |
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Fix duplication of node with script
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In practice such nodes could directly be free()'ed, but this little change
prevents users from leaking memory by mistake.
Closes #9074.
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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.
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When duplicating node with script, properties of script
weren't copied sometimes.
It happened because properties were copied in arbitrary
order, and properties of the script were setted before the
"script" property itself, i.e. while script is sill NULL.
Also, DUPLICATE_SCRIPTS flag wasn't working - script was
always copied because `_duplicate` looked for
"script/script" property while it should be just "script".
Now "script" property is being set before all others,
and "script/script" changed to
`CoreStringNames::get_singleton()->_script`.
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Fix unused variable warnings
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Renames _add_child_below_node() to add_child_below_node(). Fixes #9988.
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Fixes #9547
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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Use it to remove buggy add_child in EditorAudioBus
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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/
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ClassDB: Provide the enum name of integer constants
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It is possible to propagate a notification down the Node tree by
using `propagate_notification`, but there was no such method for
doing the same but with method calls.
This commit adds the `propagate_call` method, which calls a method
on a node and all child nodes. An optional paramter `parent_first`
determines whether the parent node gets called before or after the
children have been visited. It defaults to false, so the parent
gets called last.
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Thereby, the editor will acknowledge node namings such as _Thing003_ so that a duplicate, for instance, will be named _Thing004_, instead of _Thing4_, that was the case formerly.
Closes #7758.
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Makes all Godot API's Methods lower_case
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Queue RPC packet before calling method locally to ensure correct RPC …
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Fixes #9820.
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-Added system for feature overrides, it's pretty cool :)
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order
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this might cause bugs I haven't found yet..
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Pause mode was not correctly propagating effectively stopping
immediately when the mode was not PAUSE_MODE_INHERIT.
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This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
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Remove warning on owner re-assignment
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fix remove_and_skip()
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- Avoid connecting the signals to nonexistent methods
- Preserve only persistent connections
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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
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to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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The method _generate_serial_child_name is indeed called relatively often
in editor mode, but that commented out code chunk hardly adds to its
slowness (and with the default setting, not at all).
Also did various related code cleanups and simplifications.
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NOTIFICATION_TRANSFORM_CHANGED
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(cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7)
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-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
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use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
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