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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Add an additional input stage after physics pickingMarkus Sauermann2024-10-171-0/+3
| | | | | | Allow handling events, that were not used during physics picking. (cherry picked from commit godotengine/godot@fbd5d2ba8bbd3c548a67dc3c462e0e0666510228)
* Rebrand preambles to RedotSpartan3222024-10-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Use Core/Scene stringnames consistentlykobewi2024-05-131-2/+1
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* Expose is_part_of_edited_scene()kobewi2024-04-261-7/+0
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* Add project setting for root node auto translate modeHaoyu Qiu2024-04-161-1/+1
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* Remove some unused SceneTree propertiesBernat Arlandis2024-04-131-9/+0
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* Fixed Timestep Interpolation (2D)Ricardo Buring2024-03-231-0/+30
| | | | | | | Adds fixed timestep interpolation to the rendering server (2D only). Switchable on and off with a project setting (default is off). Co-authored-by: lawnjelly <lawnjelly@gmail.com>
* Optimize SceneTree's `change_scene_to_file` autocompletionMicky2024-03-011-39/+10
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* Merge pull request #86743 from Mickeon/autocompletion-optimise-objectRémi Verschelde2024-03-011-3/+6
|\ | | | | | | Optimise comparisons for Object's `get_argument_options`
| * Optimise Object's `get_argument_options`Micky2024-02-291-3/+6
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* | Hide snap_2d_vertices_to_pixel setting to advancedAdam Scott2024-02-281-1/+1
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* Move 3D-only resources to their own folderAaron Franke2024-02-261-1/+1
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* [Physics] Fix export with 3D disabledA Thousand Ships2024-02-221-0/+4
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* Expose pixel snapping settings add pixel-art notesSabs, like Sobs2024-02-171-2/+2
| | | | | | | | | | | | | | | | | | This small in-engine documentation change aims to make it easier to discover ways to handle pixel art aesthetics. - I have moved 2D pixel snapping settings out of "Advanced." This now matches other pixel-art-friendly settings for GUI Snapping and Default Texture filtering. - I've added notes to the project settings and Sprite/AnimatedSprite sources to hint users towards better understanding of why pixelated sprites may not work correctly and what to do about it. This should help users make informed decisions for their needs. Context: Proper handling of pixel art in Godot is routinely frustrating for new users: I, like others, assumed that Godot would act on pixels, not subpixels, when I was working a pixel art game. I was confused when my interpolations would appear blurry, and when pixel textures would be distorted for no apparent reason (this was because of centering). I had naively thought that setting Linear interpolation would be the single "it's a pixel art game" toggle, but that only hid the underlying issues until later. I had no idea there was a snap-to-pixel option because it was hidden in the Advanced options, since my default assumption was that a pixel art game would want no subpixels at all. Some references for the frustration: - https://github.com/godotengine/godot/issues/82696 - https://www.reddit.com/r/godot/comments/fah25e/best_way_to_achieve_pixel_perfect_rendering/ - https://shaggydev.com/2021/09/21/project-setup-for-pixel-art/
* Make auto translation inheritableMichael Alexsander2024-02-151-0/+1
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* Fix missing autocompletion for inheriting classesMicky2024-01-031-0/+1
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* Implement project-wide node groupsStanislav Labzyuk2023-12-191-0/+13
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* Merge pull request #78206 from alula/node-count-in-groupYuri Sizov2023-12-141-0/+11
|\ | | | | | | Add SceneTree.get_node_count_in_group()
| * Add SceneTree.get_node_count_in_group()Alula2023-06-141-0/+11
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* | Let scene replacemnent benefit from certain late pieces of frame logicPedro J. Estébanez2023-11-211-4/+4
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* | Don't use TTR/RTR for ERR/WARN printsRémi Verschelde2023-11-121-1/+1
| | | | | | | | We don't translate those, only editor strings are translated.
* | Make 3D editor gizmos and debug shapes ignore fogHugo Locurcio2023-09-271-0/+3
| | | | | | | | This makes them easier to see in their intended colors in scenes with fog.
* | Disallow nested custom multiplayers in `SceneTree`A Thousand Ships2023-09-251-6/+29
| | | | | | | | Enables clearing the custom multiplayer
* | Fix Object::notification orderMarkus Sauermann2023-08-301-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously the `p_reversed` parameter didn't influence the order in a correct way. Also script overridden _notification functions were not called in the correct order. To fix this some `notification` functions had to add a `p_reversed` parameter. This made it necessary to adjust cpp-bindings. Co-authored-by: David Snopek <dsnopek@gmail.com>
* | Add option to enable HDR rendering in 2Dclayjohn2023-08-071-0/+3
| | | | | | | | | | | | | | This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
* | Merge pull request #78988 from RandomShaper/fix_change_sceneYuri Sizov2023-07-261-23/+37
|\ \ | | | | | | | | | Reimplement scene change
| * | Reimplement scene changePedro J. Estébanez2023-07-041-23/+37
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* | | Extract and reorganize texture resource classesHendrik Brucker2023-07-141-0/+1
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* | | Merge pull request #72248 from RedwanFox/mainloop_init_order_fixYuri Sizov2023-07-121-9/+6
|\ \ \ | |/ / |/| | | | | Ensure that SceneTree is initialized and finalized at correct time
| * | Ensure that SceneTree is initialized and finalized at correct timeNickolai Korshunov2023-06-201-9/+6
| | | | | | | | | | | | SceneTree should be fully initialized before any tree operation with any node and finalized only after all nodes exited tree.
* | | Fix node internal/non-internal processing orderPedro J. Estébanez2023-06-271-6/+6
| | | | | | | | | | | | | | | Bonus: Fix issues in group-processing related setters
* | | Fix change of precedence in fixupPedro J. Estébanez2023-06-261-2/+2
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* | | Fixup compilation warning after #78713Rémi Verschelde2023-06-261-2/+2
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* | | Ensure default node groups' call queue are processedPedro J. Estébanez2023-06-261-2/+2
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* | Respect returned bool from virtual process methods in SceneTreeRaul Santos2023-06-181-2/+6
| | | | | | | | | | | | | | | | | | SceneTree overrides the virtual `process` and `physics_process` methods that it inherits from MainLoop. These methods return a boolean that determines if the main loop should end. The SceneTree was ignoring the returned boolean, so scripts inheriting from SceneTree that override these methods and return true didn't exit the main loop. Now the boolean is checked.
* | Remove SceneTree debug avoidance hintsmix82023-06-161-8/+0
|/ | | | Removes SceneTree debug avoidance hint.
* Use NULL instead of COND checks when appropriateNinni Pipping2023-06-101-5/+5
| | | | Restricted to scene
* Fix node idle process priority being ignoredPedro J. Estébanez2023-06-091-5/+10
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* Create a virtual mouse move event after moving child nodesMarkus Sauermann2023-05-291-1/+2
| | | | | This updates mouse cursor and mouse-over-states without the need for additional mouse movements.
* Merge pull request #75901 from reduz/refactor-node-processingRémi Verschelde2023-05-101-117/+414
|\ | | | | | | Refactor Node Processing to allow Scene Multithreading
| * Refactor Node ProcessingJuan Linietsky2023-05-091-117/+414
| | | | | | | | | | | | | | | | | | | | * Node processing works on the concept of process groups. * A node group can be inherited, run on main thread, or a sub-thread. * Groups can be ordered. * Process priority is now present for physics. This is the first steps towards implementing https://github.com/godotengine/godot-proposals/issues/6424. No threading or thread guards exist yet in most of the scene code other than Node. That will have to be added later.
* | Rework Navigation Avoidancesmix82023-05-101-0/+8
|/ | | | Rework Navigation Avoidance.
* Clamp minimum value of time_left to 0.0Chris Hutchinson2023-04-171-1/+1
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* Merge pull request #69324 from RedMser/advanced-settings-errorsRémi Verschelde2023-04-111-1/+1
|\ | | | | | | Make it easier to solve warnings/errors referring to project settings
| * Make solving project setting errors easierRedMser2023-03-271-1/+1
| | | | | | | | | | Show full project setting path in error messages. Force filtering for advanced settings if filter is not empty.
* | Keep NavigationServer active while SceneTree is pausedsmix82023-04-101-1/+0
| | | | | | | | Keep NavigationServer active while SceneTree is paused.
* | Prevent off-screen controls in editorkobewi2023-02-201-0/+4
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* Fix change_scene memory leak due to duplicate instantiationRémi Verschelde2023-01-151-1/+0
| | | | | Regression from #71105. Fixes #71363.
* Merge pull request #71105 from reduz/unload-current-sceneRémi Verschelde2023-01-111-5/+13
|\ | | | | | | Add SceneTree.unload_current_scene()