Age | Commit message (Collapse) | Author |
|
Added 'duplicate' function for Dictionary in C++ and API.
|
|
|
|
|
|
-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)
|
|
|
|
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.
|
|
wrong function,
leading to unnecesary copy on writes and reduced performance.
|
|
w/ original's runtime values.
|
|
Allow for getting/setting "dotted" properties of objects
|
|
Performance is around the same as using pure set() through GDScript.
|
|
|
|
Helps with #11182.
|
|
|
|
- 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.
|
|
|
|
|
|
|
|
|
|
|
|
Fix duplication of node with script
|
|
In practice such nodes could directly be free()'ed, but this little change
prevents users from leaking memory by mistake.
Closes #9074.
|
|
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.
|
|
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`.
|
|
Fix unused variable warnings
|
|
Renames _add_child_below_node() to add_child_below_node(). Fixes #9988.
|
|
Fixes #9547
|
|
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
|
|
|
|
|
|
|
|
Use it to remove buggy add_child in EditorAudioBus
|
|
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/
|
|
ClassDB: Provide the enum name of integer constants
|
|
|
|
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.
|
|
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.
|
|
|
|
Makes all Godot API's Methods lower_case
|
|
|
|
Queue RPC packet before calling method locally to ensure correct RPC …
|
|
Fixes #9820.
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
|
|
|
|
order
|
|
this might cause bugs I haven't found yet..
|
|
Pause mode was not correctly propagating effectively stopping
immediately when the mode was not PAUSE_MODE_INHERIT.
|
|
|
|
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.
|
|
|