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path: root/scene/main/scene_tree.h
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2020-01-03Add a shorthand for setting the exit code using `SceneTree::quit()`Hugo Locurcio
This reduces the amount of code required to exit a process with a non-zero exit code. This pattern is also found in most other programming languages.
2020-01-01Update copyright statements to 2020Rémi 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.
2019-10-23Implement game camera overrideErik
Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
2019-10-19Fixed leak on exit when using yield with SceneTreeTimerPouleyKetchoupp
Use case: yield(get_tree().create_timer(2), "timeout") Some resources were never released because the SceneTreeTimer was keeping a reference to GDScriptFunctionState in its signal connections, while GDScriptFunctionState was holding a reference to the SceneTreeTimer object. Cleaning all signal connections on game exit fixes the issue. Fixes #29946
2019-09-02Add autocomplete support for change_scene()Tomasz Chabora
2019-08-26[macOS] Add methods to modify global and dock menus. Add ability to open ↵bruvzg
multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-07-10Use reference to constant in functionsqarmin
2019-05-24Fixed scene tree update after changing node name in tool scriptPouleyKetchoupp
2019-04-04Clean up notifications and merge Node and MainLoop ones for clarity, closes ↵Juan Linietsky
#27614
2019-02-12Scene: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `scene/2d/navigation2d.h` -> `navigation_2d.h` - `scene/2d/screen_button.h` -> `touch_screen_button.h` - `scene/3d/scenario_fx.h` -> `world_environment.h` - `scene/audio/audio_player.h` -> `audio_stream_player.h` - `scene/resources/bit_mask.h` -> `bit_map.h` - `scene/resources/color_ramp.h` -> `gradient.h` - `scene/resources/shape_line_2d.h` -> `line_shape_2d.h` - `scene/resources/scene_format_text.h` -> `resource_format_text.h` - `scene/resources/sky_box.h` -> `sky.h` Dropped: - `scene/resources/bounds.h`
2019-01-26Rewrite how font oversampling is updated more carefully, fixes #24338Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi 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.
2018-07-23Implemented proceses priorityAndrea Catania
2018-06-03Add option to disable automatic multiplayer pollFabio Alessandrelli
Automatic poll from SceneTree is enabled by default. This allows for polling (and thus RPCs/RSETs) manually in other loops (e.g. physics, thread, specific step) and for proper mutex protecion when accessing the multiplayer API from threads (e.g. for sending larger files in chunks).
2018-05-08Rename multiplayer_api to just multiplayer.Fabio Alessandrelli
Only the class name retain the MultiplayerAPI name
2018-04-29Fix binding some core API methods only in tools buildsIgnacio Etcheverry
2018-03-03Use MultiplayerAPI class for high level networkingFabio Alessandrelli
Remove networking related logic from Node and SceneTree. SceneTree now simply relay all networking related stuff to MultiplayerAPI for compatibility
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-27Merge pull request #14996 from neikeq/enums-monoNoshyaar
Mono: Make the bindings generator output enums
2017-12-26Removed the InputEvent ID field, which was unused and can cause bugs.Juan Linietsky
2017-12-24Mono: Make the bindings generator output enumsIgnacio Etcheverry
- Switch to PascalCase for constants names
2017-12-19Added font oversampling supportJuan Linietsky
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-25Implement onion skinning for the animation editorPedro J. Estébanez
2017-10-20Merge pull request #12224 from NathanWarden/scene_tree_added_signalRémi Verschelde
Added a node_added signal to the SceneTree
2017-10-20Fix window display shrink can't set to float numbersgeequlim
2017-10-19Added a node_added signal to the SceneTreeNathan Warden
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-01Fix files headerPoommetee Ketson
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-23add SceneTree method to get ID of rpc calling peerQuinn Schwab
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-20Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky
Adds Engine::is_editor_hint() method
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-08-09Add expand stretch/ascpect - no more black barsYakov Borevich
2017-07-22Several changes to better run in mobile.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
-Fixded BackBuffercopy object