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2017-04-20Move VERSION_MKSTRING logic to version.hRémi Verschelde
Fixes a bug where the VERSION_PATCH define is not yet in scope if typedefs.h is included before version.h at compilation time. (cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
2017-04-09-Fixed crash with splash screen on windowsJuan Linietsky
-properly show editor without having to resize window on windows
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
2017-04-07Merge pull request #8304 from RandomShaper/reset-folded-on-reset-edit-childrenRémi Verschelde
Reset display folded for an instanced scene if editable children is toggled off
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).
2017-04-07Reset display folded for an instanced scene if editable children is toggled offPedro J. Estébanez
This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-05Fixer looping timer accumulation in _processRémi Verschelde
Follow-up to #8251.
2017-04-04previous value of time_left is added to wait_time before assigning to time_leftNikhil Shagrithaya
2017-04-03Merge pull request #8048 from ficoos/was_input_handledRémi Verschelde
Add the option to check if input was handled
2017-04-02Viewport: Fix undefined behaviour found by llvm sanitizer.Andreas Haas
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()). This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
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>
2017-03-30Merge pull request #8203 from RandomShaper/add-missing-bindRémi Verschelde
Add missing binding for DUPLICATE_USE_INSTANCING
2017-03-30Add missing binding for DUPLICATE_USE_INSTANCINGPedro J. Estébanez
2017-03-24Merge pull request #8010 from AlexHolly/Timer-is_time_leftRémi Verschelde
added Timer is_time_left()
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-19is_active to is_pausedAlexHolly
rm doc
2017-03-18Merge pull request #8037 from RandomShaper/remove-warningRémi Verschelde
Remove warning on owner re-assignment
2017-03-18Merge pull request #8014 from AlexHolly/fix-remove-and-skipRémi Verschelde
fix remove_and_skip()
2017-03-15Remove warning on owner re-assignmentPedro J. Estébanez
2017-03-12fix remove_and_skip()AlexHolly
2017-03-11Fix connection errors when replacing nodeIgnacio Etcheverry
- Avoid connecting the signals to nonexistent methods - Preserve only persistent connections
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
2017-02-26Merge pull request #7856 from RandomShaper/add-duplicate-flagsRémi Verschelde
Add more options to Node.duplicate()
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-20Add more options to Node.duplicate()Pedro J. Estébanez
to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual
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.
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-12Merge pull request #7581 from Faless/v6_wild_bindRémi Verschelde
TCP/UDP listen bind to address and bugfixes
2017-01-23Ability to delete, drag and drop audio buses!Juan Linietsky
2017-01-23Remove set_ip_type from network classes (no longer needed)Fabio Alessandrelli
- TCP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `connect` -> resolve using best protocol (UNSPEC), socket from address type - UDP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type (to change socket type you must first call `close` it)
2017-01-21WIP new AudioServer, with buses, effects, etc.Juan Linietsky
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-16Style: Cleanups, added headers, renamed filesRémi Verschelde
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-14no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-14Renamed call_group to call_group_flags, made call_group without flags the ↵Juan Linietsky
default
2017-01-13Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method ↵Juan Linietsky
naming
2017-01-13Node name casing: fix mistake from previous commitRémi Verschelde
2017-01-13Reenable node name case setting + code cleanupsRémi Verschelde
The method _generate_serial_child_name is indeed called relatively often in editor mode, but that commented out code chunk hardly adds to its slowness (and with the default setting, not at all). Also did various related code cleanups and simplifications.
2017-01-13Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky
2017-01-13New API for visibility in both CanvasItem and SpatialJuan Linietsky
visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
2017-01-12Must now register with set_transform_notify() to get ↵Juan Linietsky
NOTIFICATION_TRANSFORM_CHANGED
2017-01-12Project setting to control node name casingRay Koopa
(cherry picked from commit 87fd54b2f18928213021fef7f330d0c314cf7ac7)