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path: root/scene/main/scene_tree.cpp
AgeCommit message (Expand)Author
2020-08-03Fix _input being mistakenly called twice on scriptGeorge Marques
2020-07-27Fix input after removing multilevel callsGeorge Marques
2020-07-24Remove multilevel callsGeorge Marques
2020-07-01Fix doubleclick on tree item, restore input focus on previous windows.Juan Linietsky
2020-06-30Add a separate application focus/in notification out from Window focus notifi...Juan Linietsky
2020-05-25Add static_assert checks where code assumes VARIANT_ARG_MAX == 5Timo Schwarzer
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
2020-05-08Turn the anisotropic filtering setting into an enumHugo Locurcio
2020-05-04Merge pull request #37717 from qarmin/world_fixRémi Verschelde
2020-04-28Rename InputFilter back to InputRémi Verschelde
2020-04-18Change non-existent World to World3Dqarmin
2020-04-17Update many docs with recent rendering changesclayjohn
2020-04-12Implement MSAAJuan Linietsky
2020-04-12Add screen space AA option, with FXAA implementation.Juan Linietsky
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
2020-03-27Rename more 2D and 3D nodes to follow conventionRémi Verschelde
2020-03-26Add macOS DisplayServer implementation.bruvzg
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
2020-03-26Added a Window node, and made it the scene root.Juan Linietsky
2020-03-26Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
2020-02-25Rename `scancode` to `keycode`.bruvzg
2020-02-21Added StringName as a variant type.Juan Linietsky
2020-02-21Huge Debugger/EditorDebugger refactor.Fabio Alessandrelli
2020-02-20Reworked signal connection system, added support for Callable and Signal obje...Juan Linietsky
2020-02-18Fix compilation warnings and re-enable werror=yes on TravisRémi Verschelde
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
2020-02-11Modernized default 3D material, fixes material bugs.Juan Linietsky
2020-02-11Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky
2020-02-11Base 3D engine done, still untested, though.Juan Linietsky
2020-02-10- Integrated NavigationServer and Navigation2DServer.Andrea Catania
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-19SceneTree: Abort change_scene if we're quittingRémi Verschelde
2020-01-17Fix crash when confirming dialogs with Return keyRémi Verschelde
2020-01-03Add a shorthand for setting the exit code using `SceneTree::quit()`Hugo Locurcio
2020-01-01Update copyright statements to 2020Rémi Verschelde
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-11-16Rename External MSAA to AndroidVR MSAAHolger Dammertz
2019-11-11Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisationBastiaan Olij
2019-10-23Implement game camera overrideErik