Age | Commit message (Collapse) | Author |
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Make `Node.print_orphan_nodes()` static
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Update "Parent node is busy" errors to use `Callable.call_deferred()`
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Also fixes outdated method names in the messages.
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Remove more instances of 'instance' being used as a verb
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Strip ERR_FAIL from `Node.remove_from_group()`
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Also simplifies group check removing unnecessary `!data.grouped.has`
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Unify usage of GLOBAL/EDITOR_GET
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Rename queue_delete => queue_free
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# Conflicts:
# editor/plugins/tiles/tiles_editor_plugin.cpp
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Co-authored-by: ryburnj <jordanryburn@gmail.com>
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change warnings=all to use /W4.
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- `LIBC_FILEIO_ENABLED` wasn't defined anywhere, even in _other platforms_.
- `NO_NETWORK` is also never defined. It probably isn't enough anyway to
disable network APIs in the current codebase.
- `UNIX_SOCKET_UNAVAILABLE` is never defined in this code but used by some
other platforms, clarify that.
- `NO_STATVFS` can be removed as Android supports it since API level 19,
which is our current min SDK level. It's also only used for
`DirAccessUnix::get_space_left()` which is anyway overridden by
`DirAccessJAndroid::get_space_left()` so it shouldn't make a difference.
* Fixed documentation for `DirAccess.get_space_left()`.
- `NO_FCNTL` is likely also a remnant of early Android days, in current NDK
r23 it seems to be available. Also cleaned up unused `fcntl.h` includes.
- `NO_ALLOCA` is never defined, and we use alloca in many places now.
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Allow negative indices in `move_child()`
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Rename raise() to move_to_front()
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With the introduction of Scene Unique Nodes, `is_unique_in_owner`, "Unique Name in Scene" and other descriptions related to the feature, the second parameter of add_child() and add_simbling() could be misunderstood to be related, at first glance.
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Unify node casing adjustment
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StackOverflow on why this is needed: https://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file
Minor mistake in commit ca7d572908c58c587214b8f65bdd4078d0185ab2
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
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This also adds `SNAME()` macros where relevant to improve performance.
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* Update visibility again for editor-only lights if owner changes.
Fixes #26399, supersedes #52327
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The name was confusing as this signal is emitted around the same time as
`tree_exiting` and `NOTIFICATION_EXIT_TREE`, i.e. while the child node is
still in tree.
Fixes #59210.
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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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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