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path: root/scene/resources/packed_scene.cpp
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2022-01-08Removed redundant ClassDB::is_class_enabled() and moved second dynamic_cast ↵Bartłomiej T. Listwon
inside worst case if
2022-01-04Merge pull request #53313 from KoBeWi/debinded_konnektRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-11Stop asuming a default value of NIL means there's no defaultPedro J. Estébanez
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-17Fix crash when loading scene instance after node vanished from parentPedro J. Estébanez
2021-11-08Add property value pinningPedro J. Estébanez
2021-11-07Unify determination of default property valuesPedro J. Estébanez
2021-11-04Add is_built_in() method to Resourcekobewi
2021-10-05Fix editable children errors when packing scene tree at runtimePouleyKetchoupp
When packing a scene node which is not the root, errors where caused by internal checks in is_editable_instance method. This check can be safely made outside instead.
2021-10-04Add support for unbinding in connection dialogkobewi
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-30Rename Node's `filename` property to `scene_file_path` for clarityHugo Locurcio
2021-09-18Fail at instantiating if the root node is instantiatedgyroninja
2021-08-27Fix loading packed scene with editable children at runtimePouleyKetchoupp
At runtime, packed scenes with nodes marked as editable instance where saved with node type tags, which prevented the scene to be then loaded as an instance, causing duplicated nodes in the tree. This change ensures nodes marked as editable instances and their owned children are properly set as instances. That doesn't make a difference in the editor, since such nodes where already set as instances based on their instance state, but it helps at runtime where instance states are disabled. Co-authored-by: latorril <latorril@gmail.com>
2021-08-13Disable Node3D when compiling without 3D and fix disable_3d optionAaron Franke
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-06-29Merge pull request #49713 from nekomatata/fix-export-var-override-runtimeRémi Verschelde
Fix export var override in PackedScene at runtime
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-19Remove side effects of scene savePedro J. Estébanez
2021-06-18Fix export var override in PackedScene at runtimePouleyKetchoupp
Regression fix: update_exports is tool only and should be used only in the editor, otherwise it can cause export variable overrides from instances to be discarded in favor of the parent's value.
2021-02-25Fix crash when loading a scene containing an uncreatable typeDelf Neumärker
2021-02-21Merge pull request #38565 from nekomatata/export-default-valuesRémi Verschelde
Fixed export var default value in PackedScene when script is not loaded in editor
2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-18Fix typos with codespellRémi Verschelde
Using codespell 1.17.1. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2020-06-08PackedScene: Prevent crash when root node has `parent` attributeRémi Verschelde
The crash happens further down when setting an invalid owner in `Node::_set_owner_nocheck` but I couldn't figure out how to fix it. But here the proper fix is to catch the invalid scene file early on and fail loading it. Part of #17372.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-08Fixed export var default value in PackedScene when script is not loaded in ↵PouleyKetchoupp
editor
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-01-07Fixes import of models as PackedSceneHaoyu Qiu
2020-01-06Merge pull request #34020 from gytsen/unify-pack-versionRémi Verschelde
PCK: Set VERSION_PATCH in header, factor out header magic
2020-01-06PCK: Set VERSION_PATCH in header, factor out header magicJoost Heitbrink
Unify pack file version and magic to avoid hardcoded literals. `version.py` now always includes `patch` even for the first release in a new stable branch (e.g. 3.2). The public name stays without the patch number, but `Engine.get_version_info()` already included `patch == 0`, and we can remove some extra handling of undefined `VERSION_PATCH` this way. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-05Fixes crash for bad property of PackedSceneHaoyu Qiu
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.
2019-12-05Don't store index of root nodesTomasz Chabora