summaryrefslogtreecommitdiff
path: root/scene/main
AgeCommit message (Collapse)Author
2021-08-13Style: Cleanup code using `text_editor/completion/use_single_quotes`Rémi Verschelde
2021-08-13Merge pull request #51607 from aaronfranke/includesRémi Verschelde
Fix some unnecessary includes
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-10Merge pull request #49417 from Bhu1-V/gsoc-cmd-pltRémi Verschelde
Command Palette For Godot
2021-08-10Organize methods in Viewport and explicitly name 3D methods with 3DAaron Franke
2021-08-09Use doubles for time in many other placesAaron Franke
2021-08-09[Net] Basic extensible MultiplayerAPI spawn/despawn.Fabio Alessandrelli
`PackedScene`s can be configured to be spawnable via a new `MultiplayerAPI.spawnable_config` method. They can be configured either to be spawned automatically when coming from the server or to always require verification. Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on the remote peers. When a peer receive a spawn request: - If it comes from the server and the scene is configured as `SPAWN_MODE_SERVER`: - Spawn the scene (instantiate it, add it to tree). - Emit signal `network_spawn`. - Else: - Emit signal `network_spawn_request`. In a similar way, `despawn`s are handled automatically in `SPAWN_MODE_SERVER`. In `SPAWN_MODE_SERVER`, when a new client connects it will also receive, from the server all the spawned (and not yet despawned) instances.
2021-08-09Added EditorCommandPaletteBhuvan Vemula
2021-08-03Merge pull request #51006 from foxydevloper/drag-drop-namingRémi Verschelde
Name nodes added when drag & dropping an image by `name_casing`
2021-07-29Add `auto_translate` toggle for automatic translationMichael Alexsander
2021-07-29Name nodes added from drag & drop by `name_casing`foxydevloper
2021-07-27Multiple cosmetic fixes for embedded windowsMichael Alexsander
2021-07-26Merge pull request #50899 from akien-mga/refrefRémi Verschelde
Use Ref<T> references as iterators where relevant
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-26Use doubles for time everywhere in Timer/SceneTreeAaron Franke
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Show tooltips even when paused or time_scale is 0kobewi
2021-07-22Make `MenuButton`'s `switch_on_hover` work againMichael Alexsander
2021-07-21Use the standard C `INFINITY` and `NAN` constants directlyHugo Locurcio
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
2021-07-20Merge pull request #38317 from verdog/get-cam-2d-4.0Rémi Verschelde
add viewport.get_camera_2d()
2021-07-20Merge pull request #50655 from JFonS/sname_optRémi Verschelde
Editor StringName and Viewport optimizations
2021-07-20Editor StringName and Viewport optimizationsJoan Fons
* Added explicit return type to the SNAME macro. * Add some extra SNAME usages. * Change some ClassDB methods to use const StringName & arguments. * Cache the Window parent in Control because it's used in is_layout_rtl(), which is called often. * Only enable internal processing for viewports that need it. * Change CanvasItem::group to be a StringName because it's only used as that.
2021-07-20Merge pull request #50605 from Calinou/tweak-shader-code-styleRémi Verschelde
Use C++11 raw literals for shader code to improve readability
2021-07-20Merge pull request #50206 from groud/undoredo_increase_args_countRémi Verschelde
Increase the number of arguments accepted by UndoRedo methods
2021-07-19Merge pull request #50566 from reduz/optimize-stringname-usageRémi Verschelde
Optimize StringName usage
2021-07-19Merge pull request #48186 from EricEzaM/PR/tooltip-improvementsRémi Verschelde
Made default tooltips (non-custom ones) disappear on mouse enter.
2021-07-19Use C++11 raw literals for shader code to improve readabilityHugo Locurcio
In files that have lots of branching, `\t` was replaced with a tab character instead.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-16Merge pull request #47395 from sygi/shape_idx_collisionHugo Locurcio
Add shape_idx to CollisionObject2D mouse_entered signal
2021-07-15Merge pull request #38819 from EricEzaM/improve-to_string-for-nodesRémi Verschelde
Added Node name to print() of all Nodes by making to_string() in Object virtual, so it can be overriden in C++.
2021-07-15Added Node name to print() when printing Nodes.Eric M
2021-07-13Merge pull request #50299 from YeldhamDev/window_wrap_controls_fixRémi Verschelde
Fix `Window`'s `wrap_controls` not actually doing anything
2021-07-13Add type variations to ThemeYuri Sizov
2021-07-12[Net] Rename NetworkedMultiplayerPeer to MultiplayerPeer.Fabio Alessandrelli
2021-07-12[Net] Remove most multiplayer hooks from SceneTree.Fabio Alessandrelli
Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`.
2021-07-10Merge pull request #48622 from Geometror/reimplement-disableable-vsyncHugo Locurcio
2021-07-08Fix `Window`'s `wrap_controls` not actually doing anythingMichael Alexsander
2021-07-07Merge pull request #50193 from reduz/fix-command-queue-crashRémi Verschelde
Fix Command Queue Crash
2021-07-07Fix Command Queue Crashreduz
* No longer allow sending an object (texture) to the server as material parameter * Keep a parameter cache locally in ShaderMaterial
2021-07-06Merge pull request #50215 from ↵Rémi Verschelde
Calinou/improve-node-configuration-warning-display Format node configuration warnings as a bullet point list
2021-07-06Format node configuration warnings as a bullet point listHugo Locurcio
This makes multiple warnings easier to distinguish from each other.
2021-07-06Increase the number of arguments accepted by UndoRedo methodsGilles Roudière
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-07-04Allow using ORMMaterial3D by using BaseMaterial3D as a resource hintHugo Locurcio
Previously, only StandardMaterial3D could be defined as an alternative to ShaderMaterial. This also reorders the CanvasItemMaterial property hints to follow alphabetical order (which is enforced by the inspector).
2021-07-03add viewport.get_camera_2d()Josh Chandler
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
2021-07-03Fix Render Inforeduz
* Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
2021-07-02Merge pull request #50092 from YeldhamDev/window_get_contents_exposeRémi Verschelde
Expose `Window.get_contents_minimum_size()` to scripts
2021-07-02Add mouse_shape_entered and mouse_shape_exited signals to CollisionObject2D.sygi
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>