Age | Commit message (Collapse) | Author |
|
|
|
probably many recent bugs using GraphEdit
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
-
|
|
Only the class name retain the MultiplayerAPI name
|
|
API hash fixes
|
|
|
|
|
|
|
|
Remove networking related logic from Node and SceneTree.
SceneTree now simply relay all networking related stuff to
MultiplayerAPI for compatibility
|
|
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
|
|
|
|
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.
|
|
Happy new year to the wonderful Godot community!
|
|
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.
|
|
|
|
|
|
|
|
|
|
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.
|
|
Fixes #10244.
|
|
|
|
Thus fixing some invalid changes that had still made it to the master branch.
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
|
|
-Fixded BackBuffercopy object
|
|
|
|
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
|
|
Add more options to Node.duplicate()
|
|
modified files)
-.pck and .zip exporting redone, seems to be working..
|
|
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
|
|
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).
|
|
(cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7)
|
|
use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
|
|
poups when translation is changed.
-Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code
-Sorry, editor will not update automatically because it uses a different translatio method.
|