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2021-09-08Multiplayer networking renames/simplificationMax Hilbrunner
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.
2021-09-07Merge pull request #52442 from Faless/mp/4.x_rpc_managerMax Hilbrunner
[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
2021-09-07[Net] Move multiplayer to core subdir, split RPCManager.Fabio Alessandrelli
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".
2021-09-04Remove extra get_script_instance checkHennadii Chernyshchyk
Otherwise, `_ready()` will not be called on classes that define this function and doesn't have a script attached.
2021-08-30[Net] Rename RPC "puppet" to "auth" (authority). Drop "master".Fabio Alessandrelli
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.
2021-08-28Add support for internal nodeskobewi
2021-08-26Merge pull request #52132 from nekomatata/fix-physics-process-deltaCamille Mohr-Daurat
Fix delta passed in _physics_process
2021-08-26Fix delta passed in _physics_processPouleyKetchoupp
Regression due to typo in recent GDVIRTUAL_CALL change.
2021-08-26Fix misspelled "overriden"Haoyu Qiu
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-24Merge pull request #52000 from lyuma/set_editable_instanceJuan Linietsky
Make Node editable_instance methods available to GDScript
2021-08-23Make Node editable_instance methods available to GDScriptLyuma
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22Revert "Add Node processing and physics processing cumulative (as opposed to ↵Juan Linietsky
delta) time"
2021-08-17Add Node processing and physics processing cumulative (as opposed to delta) ↵Mohammad Khashashneh
time.
2021-08-13Style: Cleanup code using `text_editor/completion/use_single_quotes`Rémi Verschelde
2021-08-09Use doubles for time in many other placesAaron Franke
2021-08-09[Net] Basic extensible MultiplayerAPI spawn/despawn.Fabio Alessandrelli
`PackedScene`s can be configured to be spawnable via a new `MultiplayerAPI.spawnable_config` method. They can be configured either to be spawned automatically when coming from the server or to always require verification. Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on the remote peers. When a peer receive a spawn request: - If it comes from the server and the scene is configured as `SPAWN_MODE_SERVER`: - Spawn the scene (instantiate it, add it to tree). - Emit signal `network_spawn`. - Else: - Emit signal `network_spawn_request`. In a similar way, `despawn`s are handled automatically in `SPAWN_MODE_SERVER`. In `SPAWN_MODE_SERVER`, when a new client connects it will also receive, from the server all the spawned (and not yet despawned) instances.
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-15Merge pull request #38819 from EricEzaM/improve-to_string-for-nodesRémi Verschelde
Added Node name to print() of all Nodes by making to_string() in Object virtual, so it can be overriden in C++.
2021-07-15Added Node name to print() when printing Nodes.Eric M
2021-07-12[Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.Fabio Alessandrelli
2021-07-06Format node configuration warnings as a bullet point listHugo Locurcio
This makes multiple warnings easier to distinguish from each other.
2021-06-30Merge pull request #49834 from nekomatata/physics-disable-modesRémi Verschelde
Add support for controlling physics nodes' behavior when disabled
2021-06-30Add support for controlling physics nodes' behavior when disabledPouleyKetchoupp
New property disable_mode to set different behaviors: Remove: remove from physics simulation MakeStatic: change body mode to static (doesn't affect area and soft body) KeepActive: do nothing Extra change: Handle disable/enable node state with specific notifications, in order to differentiate global pause from disabled nodes.
2021-06-29Merge pull request #49719 from LightningAA/rename-node-is-ancestor-ofRémi Verschelde
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-21Rename `is_a_parent_of()` to `is_ancestor_of()`Lightning_A
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-20Merge pull request #41794 from KoBeWi/shiny_new_tweensRémi Verschelde
2021-06-19Complete rewrite of TweensTomasz Chabora
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween. * Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot. * Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget). * There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener. * The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners. * Tweeners by default execute in sequence, so it's easy to create complex chained animations. * You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
2021-06-17Add PROPERTY_USAGE_NONE and use itAaron Franke
2021-06-15Merge pull request #48998 from kleonc/Node-add_child-fixRémi Verschelde
Node.add_child Check for cyclic dependency
2021-06-07Merge pull request #49221 from Faless/mp/4.x_rpc_refactorRémi Verschelde
[Net] Refactor RPCs, remove RSETs
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2021-06-01[Net] Refactor RPCs, remove RSETsFabio Alessandrelli
In this PR: - Removed rset - rpc_config can now optionally configure transfer mode (reliable/unreliable/ordered) and channel (channels are not actually implemented yet.) - Refactor how the RPC id is computed to minimize the logic in Node and scripts that now only needs a single `get_rpc_methods` function.
2021-05-25Tweak dozens of editor property hints for consistencyHugo Locurcio
- Update Viewport MSAA property hints to match the currently exposed values. - Add some performance hints to property hints.
2021-05-24Node::add_child Check for cyclic dependencykleonc
Node Replace string addition with vformat() Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-03[Net] Fix rpc/rpc_id error message.Fabio Alessandrelli
The check was updated to expect a `StringName` instead of a `String` but the error message still reported it should be a `String`.
2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-03-21Rename Array.invert() to Array.reverse()Marcel Admiraal
Does the same internally for List and Vector<>, which includes all PackedArray types.
2021-03-12Fixes small typos and grammar correctionAnshul7sp1
2021-03-11Merge pull request #46510 from hilfazer/nested_scene_duplication_4_0Rémi Verschelde
Support for duplication of nested instanced scenes
2021-03-11Support for duplication of nested instanced sceneshilfazer
2021-03-09Merge pull request #45545 from abaire/relaxes_gltf_name_sanitizationRémi Verschelde
Relaxes node name sanitization in gltf documents.
2021-02-28SceneTreeDock: Changed "Save Branch as Scene" to make use of ↵Oliver Dick
Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock - Removed Node::duplicate_and_reown method as it is not used anymore
2021-02-26Prevent crash when clicking Mesh in MeshInstance when is scene roothilfazer
2021-02-24Relaxes Node naming constraints in glTF documents to match the Editor.abaire