Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-07-10 | Add override keywords. | Marcel Admiraal | |
2020-06-30 | Add a separate application focus/in notification out from Window focus ↵ | Juan Linietsky | |
notification. | |||
2020-05-15 | Replace 'add_child_below_node' with 'add_sibling' in Node | Dominik 'dreamsComeTrue' Jasiński | |
Fixes: #19642 | |||
2020-05-14 | Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks | Rémi Verschelde | |
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027. | |||
2020-04-21 | Add ability to bind typed arrays to script API | Juan Linietsky | |
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells Note: Will do a mass replace on later PRs of whathever I can find, but probably need a tool to grep through doc. Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers) | |||
2020-04-06 | Remove Node.get_position_in_parent() | Tomasz Chabora | |
2020-04-02 | Replace NULL with nullptr | lupoDharkael | |
2020-03-26 | Add macOS DisplayServer implementation. | bruvzg | |
Change global menu to use Callable, add support for check items and submenus. | |||
2020-03-26 | Working multiple window support, including editor | Juan Linietsky | |
2020-03-26 | Refactored input, goes all via windows now. | Juan Linietsky | |
Also renamed Input to InputFilter because all it does is filter events. | |||
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-12 | Optmized data sent during RPC and RSet calls. | Andrea Catania | |
- Now is sent the method ID rather the full function name. - The passed IDs (Node and Method) are compressed so to use less possible space. - The variant (INT and BOOL) is now encoded and compressed so to use much less data. - Optimized RPCMode retrieval for GDScript functions. - Added checksum to assert the methods are the same across peers. This work has been kindly sponsored by IMVU. | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-11-17 | Implement `Node::get_process_priority()` and its associated property | Hugo Locurcio | |
This closes #33660. | |||
2019-09-19 | Add new events and accompanying logic to notify when the app is paused and ↵ | fhuya | |
resumed on Android devices. | |||
2019-08-23 | Add an `editor_description` property to Node for documentation purposes | Hugo Locurcio | |
It is implemented using editor-only metadata, in a way similar to edit locking or Position2D gizmo extents. This closes #2082. | |||
2019-08-17 | Improve the scene tree signals/groups tooltip | Hugo Locurcio | |
The tooltip now displays the number of connections and groups that are assigned to the hovered node. | |||
2019-07-10 | Use reference to constant in functions | qarmin | |
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 | |