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2018-05-02Merge pull request #18451 from volzhs/node-nameRémi Verschelde
Check invalid node name
2018-05-03Check invalid node namevolzhs
2018-04-30Implement universal translation of touch to mousePedro J. Estébanez
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-10Implement Input.set_default_cursor_shape to change the default shapeGuilherme Felipe
Closes #18043
2018-04-09Made print_tree_pretty() function which displays scene tree graphicallyGeoffrey
2018-04-08Merge pull request #17227 from Faless/multiplayer_apiJuan Linietsky
[RFC] MultiplayerAPI refactor
2018-04-08Merge pull request #17382 from bojidar-bg/13971-path-array-unsavedJuan Linietsky
Duplicate Arrays and Dictionaries when instancing scene in editor
2018-04-07Removed strange custom world2d in CanvasLayer, been there since always and ↵Juan Linietsky
not sure why. Fixes #17524, fixes #17523.
2018-04-07Improve popup menus usabilityPedro J. Estébanez
It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal. This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item. This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature. This improves UX a bit by saving unnecessary clicks. From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
2018-03-23Merge pull request #17321 from LinkDoyle/issue_16350Rémi Verschelde
Fix switching WindowDialog types leaves garbage buttons
2018-03-19Fix oversampled font artifacts after resizeRuslan Mustakov
Font update after resize relies on the viewport size which was updated after the font was already refreshed, which resulted in artifacts when it was rendered into the actual/new viewport size. Fixes #15173.
2018-03-16Merge pull request #16947 from Faless/ui_actionsFabio Alessandrelli
GUI elements ui_action usage, improvements
2018-03-15Merge pull request #17264 from poke1024/fix-gesture-key-event-acceptedHein-Pieter van Braam
Fix gesture events being blocked
2018-03-13Duplicate Arrays and Dictionaries when instancing scene in editorBojidar Marinov
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate Fixes #13971
2018-03-07Fix switching WindowDialog types leaves garbage buttonsLink
We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`. Fixes: #16350
2018-03-04Fix gesture events being blockedBernhard Liebl
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
2018-03-03FIX Windows enter/exit mouse notificationsRanoller
Fix to this issue #17202
2018-03-01Viewport: Fix missing tooltips w/ disabled physics object pickingRémi Verschelde
Previously this option seemed to be the sole responsible for enabling physics processing in Viewport, while several other features like tooltips and debugging collision hints rely on it. All this logic is moved to internal processing (it's incorrect to let it be affected by users disabling physics/idle processing), and disabling physics object picking no longer affects the internal physics processing. Fixes #17001.
2018-02-28Fix various valgrind reported uninitialized variable usesHein-Pieter van Braam
2018-02-23Refactor version macros and fix related bugsRémi Verschelde
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
2018-02-23Properly set input as handled when closing modalFabio Alessandrelli
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-17Clean up some bad words from code commentsArtem Varaksa
2018-01-18Remove obsolete Viewport _update_rect() codeRémi Verschelde
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-12Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky
of tree notification. Updated doc accordingly.
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
2018-01-11Fixed crash on duplicate GIProbe bakingAndreaCatania
2018-01-06Fix typo in new stringsPoommetee Ketson
2018-01-05Force button release when window focuses out, fixes #15318 and likely many ↵Juan Linietsky
other issues.
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.
2018-01-03Merge pull request #15192 from volzhs/expose-quit-on-go-backRémi Verschelde
Bind SceneTree::set_quit_on_go_back() to gdscript
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-01-01Merge pull request #14953 from poke1024/fix-toolbar-gestureNoshyaar
Hide tooltip on gesture input
2017-12-30Bind SceneTree::set_quit_on_go_back() to gdscriptvolzhs
Fix #15189
2017-12-27Merge pull request #14996 from neikeq/enums-monoNoshyaar
Mono: Make the bindings generator output enums
2017-12-26Merge pull request #14977 from volzhs/fix-crash-groupJuan Linietsky
Fix crash & error at saving scene
2017-12-26Removed the InputEvent ID field, which was unused and can cause bugs.Juan Linietsky
2017-12-25Merge pull request #14899 from volzhs/render-quality-optionNoshyaar
Respect HDR option
2017-12-25Merge pull request #14753 from NathanWarden/mouse_button_fixNoshyaar
Fixed a bug where mouse button focus breaks when using multiple buttons at once.
2017-12-25Fix crash from move_child at saving scenevolzhs
2017-12-24Mono: Make the bindings generator output enumsIgnacio Etcheverry
- Switch to PascalCase for constants names
2017-12-22Hide tooltip on gesture inputBernhard Liebl
2017-12-21-Make capture dependent on a cell size, not subdivision.Juan Linietsky
-Fixed a bug recently introduced when releasing mouse events and calling popups
2017-12-21Respect HDR optionvolzhs
2017-12-20Fixed wrong Project Settings direction on an error message.Michael Alexsander Silva Dias
2017-12-20properly send mouse released event when grabbing modal focus, fixes #14854Juan Linietsky
2017-12-19Make dynamic font oversampling fully dynamic.Juan Linietsky
2017-12-19Added font oversampling supportJuan Linietsky