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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-36/+36
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+2
| | | | | | | | | 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).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-7/+11
| | | | | 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.
* -All types have editable script now in propertiesJuan Linietsky2017-01-091-2/+0
| | | | -Changed clip to a property in Control which can be set by the user
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-9/+36
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-68/+68
| | | | | | | | 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()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* Throw error when trying to emit a non-existing signal.Andreas Haas2016-09-251-0/+9
| | | | closes #6017
* Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky2016-09-101-0/+1
|\ | | | | Fix some more warnings
| * Fix some warnings about unhandled switch casesJohan Manuel2016-08-131-0/+1
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* | Renamed the bind_native functions to bind_vararg, should make it show the ↵Juan Linietsky2016-09-071-20/+4
| | | | | | | | documentation more clearly and also make it easier to bind to C#
* | More visual script workJuan Linietsky2016-08-251-29/+92
| | | | | | | | | | | | | | | | | | -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts
* | Allow documenting unexposed return types in bind_native_methodeska2016-08-061-1/+1
|/ | | | Document return type of `Object.call` and `GDScript.new`
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-1/+1
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* Object: get_signal_connection_list fixedJ08nY2016-06-211-8/+10
| | | | | now returns only the connections for the signal argument, as specified fixes #5329
* Fix indentation issues in last commitsRémi Verschelde2016-06-071-3/+3
| | | | Ping @reduz.
* Added function get_signals_connected_to_this_this()Juan Linietsky2016-06-061-0/+7
| | | | should help properly implement #5058
* Created a NodeDock with signals and groupsJuan Linietsky2016-06-041-0/+18
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* Changed import workflowJuan Linietsky2016-05-271-0/+7
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* Real-Time Remote Inspector supportJuan Linietsky2016-05-221-1/+1
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* First version of ProfilerJuan Linietsky2016-05-211-0/+1
| | | | | It is now possible to profile GDScript as well as some parts of Godot internals.
* New reworked AnimatedSprite!Juan Linietsky2016-05-141-0/+5
| | | | | | | | | -New SpriteFrames editor, with support for drag&drop, multiple animation sets, animation speed and loop. -New AnimatedSprite, with support for all the new features! AnimatedSprite3D has not been updated yet. -Added support for drag&drop to other editors, such as resourcepreload, sample library, etc.
* remove trailing whitespaceHubert Jarosz2016-03-091-30/+30
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* -make signals throw an error when target method is not found, fixes #2036Juan Linietsky2016-01-041-67/+53
| | | | | -removed 4 arguments limit for emit_signal() from script -remvoed 4 arguments limit for call_deferred() from script
* Merge pull request #3184 from vnen/update-copyright-2016Juan Linietsky2016-01-011-1/+1
|\ | | | | Update copyright to 2016 in headers
| * Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* | introspection of signals and signal connections from GDScript was not ↵Juan Linietsky2016-01-011-16/+53
|/ | | | working, fixes #2325
* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-2/+2
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* replaced :var by :Variant in documentation, fixes #2897Juan Linietsky2015-12-141-1/+1
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* Fix error message when using is_connected with a script signalFranklin Sobrinho2015-12-111-0/+4
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* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-3/+24
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* fixed crash when creating new object with wrong number of argumentsadmix2015-11-281-1/+4
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* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-2/+5
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* added ability to define signals in scriptJuan Linietsky2015-06-241-0/+9
| | | | closes #2175
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+58
| | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* work in progress, resource previewsJuan Linietsky2015-05-311-1/+1
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* improved animation editorJuan Linietsky2015-05-251-0/+33
| | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* -Rename unexisting by nonexistant, closes #1940Juan Linietsky2015-05-181-4/+4
| | | | -Added function to retrieve list of actions fron InputMap
* -convert to subscene keeps signal connections, fixes #1863Juan Linietsky2015-05-101-0/+17
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* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-1/+14
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Made sure that "free" function appears in documentation and code ↵Juan Linietsky2015-04-121-0/+2
| | | | completion, fixes #1664
* add : bool Object.is_queued_for_deletion()yg2f2015-03-281-0/+7
| | | | | `object.is_queued_for_deletion()` return true if the object was `object.queue_free()` or `SceneTree.queue_delete(object)`.
* merges from okam repoJuan Linietsky2015-03-031-0/+8
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* New Code CompletionJuan Linietsky2014-12-161-0/+5
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* Fix some more incorrect bindingsGerold312014-10-261-1/+1
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* Fixed too many little issues, check the issues closed today.Juan Linietsky2014-09-211-0/+2
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* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-4/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* -Support for changing fontsJuan Linietsky2014-04-051-2/+52
| | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1660