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path: root/scene/main/node.h
AgeCommit message (Expand)Author
2017-11-19Fix duplication of signalsPedro J. Estébanez
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
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-19add "propagate_call" method to NodeKarroffel
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
2017-08-05renamed node path, closes #5691Juan Linietsky
2017-07-30Style: Apply clang-format on all filesRémi Verschelde
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
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
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
2017-02-26Merge pull request #7856 from RandomShaper/add-duplicate-flagsRémi Verschelde
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few modi...Juan Linietsky
2017-02-20Add more options to Node.duplicate()Pedro J. Estébanez
2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
2017-01-12Project setting to control node name casingRay Koopa
2017-01-10- _ready() callback only happens once now, if you want to receive it again, u...Juan Linietsky
2017-01-09-Translation text will change automatically for in-game buttons, labels, poup...Juan Linietsky
2017-01-09-All types have editable script now in propertiesJuan Linietsky
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Va...Juan Linietsky
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
2016-11-17Guard agains duplicate calling of _ready when instanced in _enter_treeBojidar Marinov
2016-10-08Refactor node naming APIs used by editorPedro J. Estébanez
2016-08-19Brand new networked multiplayerJuan Linietsky
2016-08-14Added high level networked multiplayer to Godot.Juan Linietsky
2016-07-19WIP bugfix for existing connectionsJuan Linietsky
2016-07-06Fix several bugs related to node duplication and signals, closes #5405Juan Linietsky
2016-06-28Change method of storing folding, solves problems with inheritance, closes #3395Juan Linietsky
2016-06-20property remove parent owned nodes when using replace, fixes #4128Juan Linietsky
2016-06-09Preserve signal connections when replacing the target nodeIgnacio Etcheverry
2016-06-07-Heavily improved editor startup and exit performanceJuan Linietsky
2016-06-04Created a NodeDock with signals and groupsJuan Linietsky
2016-05-17-Added configuration warning system for nodesJuan Linietsky
2016-05-13Node duplication positions under duplicated node, issue 964Paulb23
2016-05-11-begun implementing drag & drop editor wideJuan Linietsky
2016-04-12Keep editable instances data when replacing tree root nodeIgnacio Etcheverry
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-08added option to add_child, to use the same deduplication convention as in the...Juan Linietsky
2015-10-16-fixes and more fixes to new scene system, seems stable now..reduz
2015-10-10Large improvements on scene packing and managementreduz
2015-08-02Live edit WORK IN PROGRESSJuan Linietsky
2015-06-22Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky
2015-06-08Added Node.find_node(mask) functionJuan Linietsky
2015-05-10-convert to subscene keeps signal connections, fixes #1863Juan Linietsky