summaryrefslogtreecommitdiff
path: root/scene/main/node.h
AgeCommit message (Collapse)Author
2019-04-17Add a monitor for the orphan nodesDaw11
- Allow the user to keep track of the nodes that might leak - Possible fix for #27103
2019-04-04Clean up notifications and merge Node and MainLoop ones for clarity, closes ↵Juan Linietsky
#27614
2019-01-30Add check in folding to see if the nodepath exists to avoid message spam.K. S. Ernest (iFire) Lee
2019-01-10Rewrote rename logic to be less buggy and more efficient, fixes #23803 and ↵Juan Linietsky
probably many recent bugs using GraphEdit
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-29Moved folding outside the resource files, now saved outside the project.Juan Linietsky
2018-09-15Added find_parent method to node classUnknown
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi 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.
2018-09-07Ensure that tree_exited signal really happens after tree exited, fixes #19641Juan Linietsky
2018-08-04Fixed process priorityAndrea Catania
2018-07-29Ensure process notification is received only if really enabled, fixes #7894Juan Linietsky
2018-07-23Implemented proceses priorityAndrea Catania
2018-05-29Refactor RPCMode enum and checksFabio Alessandrelli
2018-05-29Revert "RPCMode refactor, more sync modes"Max Hilbrunner
2018-05-26Refactor RPCMode enum and checksFabio 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) -
2018-05-08Rename multiplayer_api to just multiplayer.Fabio Alessandrelli
Only the class name retain the MultiplayerAPI name
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
2018-03-03Use 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 ```
2018-02-17Clean up some bad words from code commentsArtem Varaksa
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!
2017-11-21Merge 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.
2017-11-19Let SceneTreeDock duplicate nodes via Node::duplicate()Pedro J. Estébanez
Helps with #11182.
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.
2017-11-13Duplicate signals fixesChaosus
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-19add "propagate_call" method to NodeKarroffel
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.
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-05renamed node path, closes #5691Juan Linietsky
2017-07-30Style: Apply clang-format on all filesRémi 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 :)
2017-07-03Clean 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
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A 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
2017-02-26Merge pull request #7856 from RandomShaper/add-duplicate-flagsRémi 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..
2017-02-20Add 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
2017-01-16Style: Cleanups, added headers, renamed filesRémi 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).
2017-01-12Project setting to control node name casingRay Koopa
(cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7)