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path: root/scene/main/scene_main_loop.h
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2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-07Merge pull request #8308 from RandomShaper/optimize-out-debug-n-non-toolsRémi Verschelde
Optimize-out some debug and/or non-tools methods
2017-04-07Optimize-out some debug and/or non-tools methodsPedro J. Estébanez
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-03-31Add the option to check if input was handledSaggi Mizrahi
When working with a viewport you should call Viewport.input() to pass the input, but if the input was unhandled you might also want to call Viewport.unhandled_input() so that objects in the sub-scene can handle the event. This adds a way to check if the input was handled so that you know whether you should call Viewport.unhandled_input() or not. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
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
2017-03-04Added a SceneTree.has_network_peer, closes #7922Karol Walasek
2017-02-15SceneTreeTimer: Ability to set pause modeAndreas Haas
Adds an additional flag to SceneTree::create_timer() that tells it whether or not to process when the game is paused. Defaults to false in order to not break existing functionality.
2017-01-14Renamed call_group to call_group_flags, made call_group without flags the ↵Juan Linietsky
default
2017-01-11Added a BACK notification besides QUIT, so they go in separate channels.Juan Linietsky
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-10-27PBR more or less working, still working on bringing gizmos backJuan Linietsky
2016-08-22-High Level protocol optimization (should be smaller)Juan Linietsky
-Ability to set compression to ENet packets (check API) -Fixed small bug in StringDB that lead to duplicate empty strings -Added a new class, StreamPeerBuffer, useful to create your own tightly packed data
2016-08-19Brand new networked multiplayerJuan Linietsky
2016-08-14Added high level networked multiplayer to Godot.Juan Linietsky
It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-)
2016-08-06Added an easy API to yield to a specific time by doing:Juan Linietsky
yield( get_tree().create_timer(5.0), "timeout" )
2016-06-18Drop empty files that are not used anywhereRémi Verschelde
Part of #5272
2016-06-07-Heavily improved editor startup and exit performanceJuan Linietsky
2016-05-27Changed import workflowJuan Linietsky
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-02Properly clear/restore current camera when switching scenes. Fixes #2137Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-09-20Ability to visually debug geometry visually:Juan Linietsky
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
2015-09-18begin work on debugging collisions....Juan Linietsky
2015-08-02live debug fixesJuan Linietsky
removing node in live debugging fixed
2015-08-02Live edit WORK IN PROGRESSJuan Linietsky
1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
2015-05-17added a built-in scene changer API, closes #1928Juan Linietsky
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-10-12Little BitsJuan Linietsky
-=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
2014-06-29Bug FixesJuan Linietsky
-=-=-=-=- -Documentation now shows overridable theme values (though this needs to be documented). -Detect when object transform is flipped and flip normals too. -TileMap can specify bounce and friction for collision. -Removed limit of 4 lights per object -Added is_hovered() to buttons.
2014-04-14-Added google play services (needed for some stuff)Juan Linietsky
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
2014-04-10-Fixed a few bugs in ViewportJuan Linietsky
-Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky