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path: root/scene/2d/visibility_notifier_2d.cpp
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* Don't compile editor-only function when tools=noGilles Roudière2020-01-091-9/+10
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* Fix wrong disconnect in callback in VisibilityNotifier 3DАлександр Растриженков2020-01-021-2/+0
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Improve the node configuration warning displayHugo Locurcio2019-07-091-1/+1
| | | | | | | - Refer to properties explicitly when possible - When multiple warnings are returned, always separate them by one blank line to make them easier to distinguish - Improve grammar and formatting
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove the "is able to sleep" condition for adding visibility notifier ↵Juan Linietsky2018-11-191-1/+1
| | | | | | nodes, fixes #19659 I think the previous behavior was more useful, but I understand it's not obvious or discoverable.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | 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.
* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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* Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky2018-01-121-2/+2
| | | | | | of tree notification. Updated doc accordingly.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-1/+1
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* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-2/+2
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-9/+9
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-8/+8
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-7/+7
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-8/+7
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* | Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-7/+7
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* few bugs fixed thanks to explicit bool constructor and clang.Juan Linietsky2017-08-051-0/+1
| | | | explicit bool constructor has thus now been removed, as it served it's mission!
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-125/+93
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-6/+6
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-7/+7
| | | | This saves typing and is a step towards fixing #56
* Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-0/+1
| | | | NOTIFICATION_TRANSFORM_CHANGED
* Renamed most signals so they refer to:Juan Linietsky2017-01-121-10/+10
| | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-6/+6
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-6/+6
| | | | | | | | 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!
* prevent bug due to scripts not working in editor and notifier sending ↵Juan Linietsky2016-08-081-0/+6
| | | | signals to it.
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-11/+1
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* fix compile failure when tools=novolzhs2016-05-181-2/+2
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* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+10
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* New reworked AnimatedSprite!Juan Linietsky2016-05-141-0/+24
| | | | | | | | | -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.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* ability to set process on parent nodes on visibility notifierJuan Linietsky2015-06-221-0/+22
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* merging okam changesJuan Linietsky2015-04-021-1/+6
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* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-0/+22
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-10/+10
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-221-2/+2
| | | | | | | | | | | properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-2/+2
| | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+322