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* function to add script and instance at once, as needed by neikeqJuan Linietsky2017-07-221-0/+2
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* Added a simpler/faster way to bind script languages instance wrappers to GodotJuan Linietsky2017-07-161-0/+9
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* Merge pull request #8943 from RandomShaper/fix-error-handlingRémi Verschelde2017-07-051-0/+10
|\ | | | | Implement well-defined handling of unrecoverable errors
| * Implement well-defined handling of unrecoverable errorsPedro J. Estébanez2017-07-051-0/+10
| | | | | | | | | | | | Plus the addition of some convenience CRASH_* error macros. Plus transient avoidance of the flood of warnings emitted by Clang when checking 'this' for NULL. Plus explanation about the do-while(0) loop in some error macros.
* | Merge pull request #9195 from kubecz3k/obj-incoming-connectionsRémi Verschelde2017-06-271-0/+1
|\ \ | | | | | | Ability to get a list of signals that are targeting given object
| * | Ability to get a list of signals that are targeting objectJakub Grzesik2017-06-151-0/+1
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* | | -Added folding to property editor, persistent on objects it editsJuan Linietsky2017-06-251-0/+6
|/ / | | | | | | -Some changes to tree to support this properly
* / -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-6/+6
|/ | | | -Restored resource previews!
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-329/+329
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-6/+6
| | | | This saves typing and is a step towards fixing #56
* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-0/+1
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | 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 Verschelde2017-01-141-2/+2
| | | | | 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.
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+4
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* -All types have editable script now in propertiesJuan Linietsky2017-01-091-1/+1
| | | | -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 Linietsky2017-01-071-1/+7
| | | | renamed to PoolVector
* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-1/+2
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-70/+70
| | | | | | | | 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!
* More visual script workJuan Linietsky2016-08-251-0/+8
| | | | | | | | | -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
* Proper function/property selection in visual script editing for property.Juan Linietsky2016-08-231-0/+8
| | | | This one has an ordered list, built-in description, search, etc.
* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+2
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* -Added trigger mode to tracks, useful for properties that work as triggers, ↵Juan Linietsky2016-06-191-0/+1
| | | | | | such as playing a sample, an animation, etc. -Better interpolation of discrete tracks, fixes #4417
* -added missing .inc filesJuan Linietsky2016-06-171-0/+1
| | | | | | -Made it possible to change the editor theme -Added two options to theme editor plugin to create empty template themes and editor themes -Make sure that saved themes to .tres keep the null theme fields, to make it easier to keep those when saving/loading the theme
* -All variables from script are visible through get_property_list(), not just ↵Juan Linietsky2016-06-111-0/+1
| | | | | | | those with export() -Added PROPERTY_USAGE_SCRIPT_VARIABLE to identify what comes from script -closes #5146
* Fix indentation issues in last commitsRémi Verschelde2016-06-071-1/+1
| | | | Ping @reduz.
* Added function get_signals_connected_to_this_this()Juan Linietsky2016-06-061-0/+1
| | | | should help properly implement #5058
* Created a NodeDock with signals and groupsJuan Linietsky2016-06-041-0/+1
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* Added translation support to GodotJuan Linietsky2016-05-271-0/+1
| | | | included is a French translation!
* Changed import workflowJuan Linietsky2016-05-271-0/+2
| | | | | | | | | | | | | | | | -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 Linietsky2016-05-221-0/+1
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* New reworked AnimatedSprite!Juan Linietsky2016-05-141-2/+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.
* -make signals throw an error when target method is not found, fixes #2036Juan Linietsky2016-01-041-0/+1
| | | | | -removed 4 arguments limit for emit_signal() from script -remvoed 4 arguments limit for call_deferred() from script
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Display on animation editor which keys are invalid and which tracks are ↵Juan Linietsky2015-12-051-0/+2
| | | | | | unresolved -Added a tool to clean up unresolved tracks and unused keys
* Edit default values. WARNING!!!Mariano Javier Suligoy2015-08-291-32/+32
| | | | Do not merge these changes, default values are not compiled into shaders yet!
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-6/+23
| | | | | | | | 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.
* Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+7
| | | | | | | | | | | -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
* improved animation editorJuan Linietsky2015-05-251-0/+2
| | | | | | | | | -same-value link keys -new layout -forward, backwards playback -integrated curve/property editor -auto increment sprite frame after insert -copy & paste animation resoucres
* -convert to subscene keeps signal connections, fixes #1863Juan Linietsky2015-05-101-0/+1
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* Sort xml files, so order is constantest312015-05-011-0/+3
| | | | Makes xml format work better with version control systems.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Update object.hUsernameIsAReservedWord2015-03-281-1/+1
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* add : bool Object.is_queued_for_deletion()yg2f2015-03-281-1/+3
| | | | | `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/+1
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* New Code CompletionJuan Linietsky2014-12-161-0/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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
* Bug FixesJuan Linietsky2014-11-021-0/+1
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)