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path: root/scene/main/node.cpp
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2018-05-03Merge pull request #18514 from neikeq/api-hash-fixesRémi Verschelde
API hash fixes
2018-05-03Check invalid node namevolzhs
2018-04-29Fix binding some core API methods only in tools buildsIgnacio Etcheverry
2018-04-09Made print_tree_pretty() function which displays scene tree graphicallyGeoffrey
2018-04-08Merge pull request #17227 from Faless/multiplayer_apiJuan Linietsky
[RFC] MultiplayerAPI refactor
2018-04-08Merge pull request #17382 from bojidar-bg/13971-path-array-unsavedJuan Linietsky
Duplicate Arrays and Dictionaries when instancing scene in editor
2018-03-13Duplicate Arrays and Dictionaries when instancing scene in editorBojidar Marinov
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate Fixes #13971
2018-03-07Fix switching WindowDialog types leaves garbage buttonsLink
We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`. Fixes: #16350
2018-03-03Use MultiplayerAPI class for high level networkingFabio Alessandrelli
Remove networking related logic from Node and SceneTree. SceneTree now simply relay all networking related stuff to MultiplayerAPI for compatibility
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-12Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky
of tree notification. Updated doc accordingly.
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-11Fixed crash on duplicate GIProbe bakingAndreaCatania
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-25Fix crash from move_child at saving scenevolzhs
2017-12-17Merge pull request #14754 from willnationsdev/dictionary-copyRémi Verschelde
Added 'duplicate' function for Dictionary in C++ and API.
2017-12-17Dictionary::copy -> ::duplicateWill Nations
2017-12-16Improve duplication and saving of instanced scenesMatthias Hoelzl
2017-12-14-Add lightmapperJuan Linietsky
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
2017-12-01Fixed crash on duplicate instanced nodes (#13432)Konstantin Zaitsev
2017-11-25Fix crash on node duplicationPedro J. Estébanez
That happened when an instanced scene was being duplicated while it also contained nodes added to it in the scene holding the instance. Plus: - Add comments about the logic behind all this. - Move the null guard to where it can protect the most, but consider it a runtime error rather that a situation we expect. Fixes #13282.
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-21Node.duplicate(): instanced node's descendants' properties now updateWill Nations
w/ original's runtime values.
2017-11-21Merge pull request #12284 from bojidar-bg/allow-subproperty-setRémi Verschelde
Allow for getting/setting "dotted" properties of objects
2017-11-21Allow for getting/setting indexed properties of objects using get/set_indexedBojidar Marinov
Performance is around the same as using pure set() through GDScript.
2017-11-21Preserve duplicate signal flagsChaosus
2017-11-19Let SceneTreeDock duplicate nodes via Node::duplicate()Pedro J. Estébanez
Helps with #11182.
2017-11-19Remove out-of-logic assignment of instance's original scenePedro J. Estébanez
2017-11-19Fix duplication of signalsPedro J. Estébanez
- Partially revert 6496b53549aca7b1be57c3be55815f32a4842201, adding a comment about why duplications of signals must happen as a second phase. - Add fallback logic for connections to nodes not in the duplicated hierarchy. - Remove redundant call to `Node::_duplicate_signals()`. Fixes #12951.
2017-11-13fix signals disconnecting on changing target node typeIan
2017-11-13Duplicate signals fixesChaosus
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-10-19Added a node_added signal to the SceneTreeNathan Warden
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-21Merge pull request #11013 from MednauN/masterRémi Verschelde
Fix duplication of node with script
2017-09-20Let queue_free() work on nodes which are not in the scene treeRémi Verschelde
In practice such nodes could directly be free()'ed, but this little change prevents users from leaking memory by mistake. Closes #9074.
2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-09-20Fix duplication of node with scriptEvgeny Zuev
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`.
2017-09-12Merge pull request #10908 from hpvb/fix-unused-variablesRémi Verschelde
Fix unused variable warnings
2017-09-12Merge pull request #11007 from saltares/issue-9988Rémi Verschelde
Renames _add_child_below_node() to add_child_below_node(). Fixes #9988.
2017-09-11Fix duplication of nodes resulting in shared metadataBojidar Marinov
Fixes #9547
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-05Renames _add_child_below_node() to add_child_below_node(). Closes #9988.David Saltares
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Node: Add debug info to add_child reparenting checkRémi Verschelde
Use it to remove buggy add_child in EditorAudioBus
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
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/
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants