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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 🎆
2020-12-09Cleanup 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
2020-07-10Add override keywords.Marcel Admiraal
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.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
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.
2019-01-01Update 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.
2018-01-05Add 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!
2017-12-16restored binary compatibility, which was broken in #14406Juan Linietsky
2017-12-16Improve duplication and saving of instanced scenesMatthias Hoelzl
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-15Fix redundant connections saved in sub-inheritancePedro J. Estébanez
2017-03-09Fix node duplication in scene sub-inheritancePedro J. Estébanez
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
2017-02-16Correct hash behavior for floating point numbersHein-Pieter van Braam
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
2017-01-10Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky
being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-07-19Fixed properly not save signals that already exist in their base scenes, ↵Juan Linietsky
closes #5656
2016-07-19WIP bugfix for existing connectionsJuan Linietsky
2016-06-27Make most resources (save for packedscenes and scripts) reload if they ↵Juan Linietsky
change on disk. Closes #4059.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-21Add support for placeholders in tscn, which was missing. Closes #3652Juan Linietsky
2016-01-23-Ability to retrieve state data from PackedScene, closes #3413Juan Linietsky
2016-01-14-Make sure scenes properly update when switching tabs, even if sub-instances ↵Juan Linietsky
changed. Fixes #3201
2016-01-12Fix situation where TSCN format might crash, closes #3062Juan Linietsky
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-13-scenes are properly reloaded when a dependency changes, fixes #2896Juan Linietsky
(it's clevery done so local changes to scenes are kept even if unsaved)
2015-11-28-Fixed bug with scene inheritance, should work againJuan Linietsky
-Proper .tscn and .tres parsing, should work, please test well!
2015-10-16-fixes and more fixes to new scene system, seems stable now..reduz
BUT DONT TRUST ME IT MAY STILL BREAK, USE WITH CARE!!
2015-10-10Large improvements on scene packing and managementreduz
-Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky