Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-04-17 | Add a monitor for the orphan nodes | Daw11 | |
- Allow the user to keep track of the nodes that might leak - Possible fix for #27103 | |||
2019-04-04 | Clean up notifications and merge Node and MainLoop ones for clarity, closes ↵ | Juan Linietsky | |
#27614 | |||
2019-01-30 | Add check in folding to see if the nodepath exists to avoid message spam. | K. S. Ernest (iFire) Lee | |
2019-01-10 | Rewrote rename logic to be less buggy and more efficient, fixes #23803 and ↵ | Juan Linietsky | |
probably many recent bugs using GraphEdit | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-10-29 | Moved folding outside the resource files, now saved outside the project. | Juan Linietsky | |
2018-09-15 | Added find_parent method to node class | Unknown | |
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-09-07 | Ensure that tree_exited signal really happens after tree exited, fixes #19641 | Juan Linietsky | |
2018-08-04 | Fixed process priority | Andrea Catania | |
2018-07-29 | Ensure process notification is received only if really enabled, fixes #7894 | Juan Linietsky | |
2018-07-23 | Implemented proceses priority | Andrea Catania | |
2018-05-29 | Refactor RPCMode enum and checks | Fabio Alessandrelli | |
2018-05-29 | Revert "RPCMode refactor, more sync modes" | Max Hilbrunner | |
2018-05-26 | Refactor RPCMode enum and checks | Fabio Alessandrelli | |
2018-05-15 | -New inspector. | Juan Linietsky | |
-Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) - | |||
2018-05-08 | Rename multiplayer_api to just multiplayer. | Fabio Alessandrelli | |
Only the class name retain the MultiplayerAPI name | |||
2018-05-03 | Merge pull request #18514 from neikeq/api-hash-fixes | Rémi Verschelde | |
API hash fixes | |||
2018-05-03 | Check invalid node name | volzhs | |
2018-04-29 | Fix binding some core API methods only in tools builds | Ignacio Etcheverry | |
2018-04-09 | Made print_tree_pretty() function which displays scene tree graphically | Geoffrey | |
2018-03-03 | Use MultiplayerAPI class for high level networking | Fabio Alessandrelli | |
Remove networking related logic from Node and SceneTree. SceneTree now simply relay all networking related stuff to MultiplayerAPI for compatibility | |||
2018-02-21 | Fix typos with codespell | luz.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 ``` | |||
2018-02-17 | Clean up some bad words from code comments | Artem Varaksa | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi 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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-11-21 | Merge pull request #12284 from bojidar-bg/allow-subproperty-set | Rémi Verschelde | |
Allow for getting/setting "dotted" properties of objects | |||
2017-11-21 | Allow for getting/setting indexed properties of objects using get/set_indexed | Bojidar Marinov | |
Performance is around the same as using pure set() through GDScript. | |||
2017-11-19 | Let SceneTreeDock duplicate nodes via Node::duplicate() | Pedro J. Estébanez | |
Helps with #11182. | |||
2017-11-19 | Fix duplication of signals | Pedro 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. | |||
2017-11-13 | Duplicate signals fixes | Chaosus | |
2017-09-30 | Renamed fixed_process to physics_process | AndreaCatania | |
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-21 | Merge pull request #10351 from neikeq/enums-are-for-the-weak | Juan Linietsky | |
ClassDB: Provide the enum name of integer constants | |||
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-19 | add "propagate_call" method to Node | Karroffel | |
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. | |||
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
2017-08-05 | renamed node path, closes #5691 | Juan Linietsky | |
2017-07-30 | Style: Apply clang-format on all files | Rémi Verschelde | |
Thus fixing some invalid changes that had still made it to the master branch. | |||
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-07-03 | Clean up normalmapping, make sure tangents are imported correctly. | Juan Linietsky | |
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | |
-Fixded BackBuffercopy object | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
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 | |||
2017-02-26 | Merge pull request #7856 from RandomShaper/add-duplicate-flags | Rémi Verschelde | |
Add more options to Node.duplicate() | |||
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | |
modified files) -.pck and .zip exporting redone, seems to be working.. | |||
2017-02-20 | Add more options to Node.duplicate() | Pedro J. Estébanez | |
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 | |||
2017-01-16 | Style: Cleanups, added headers, renamed files | Rémi Verschelde | |
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain). | |||
2017-01-12 | Project setting to control node name casing | Ray Koopa | |
(cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7) |