7ce476c425
Expose NOTIFICATION_POST_ENTER_TREE
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(cherry picked from commit 677796a2c3 )
2020-08-14 00:32:05 +02:00
cd01cda143
Fix ultra long node names
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(cherry picked from commit d3f2062d86 )
2020-07-28 00:43:37 +02:00
6b05f8f602
Fix parent check for add_child_below_node
2020-07-11 15:57:17 -05:00
0df5d74e6e
Fix signal duplication bug when duplicating node with instanced children
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Change error checking in `duplicate_signals()` to check for path to
`p_original`, thus adhering to the method used in `duplicate`, instead
of checking for ownership.
2020-06-11 09:37:47 +08:00
bbc36dbc67
Don't show conf warning if script is not tool
2020-01-07 21:28:16 +01:00
a7f49ac9a1
Update copyright statements to 2020
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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.
2020-01-01 11:16:22 +01:00
a7df198c94
Setting the node process priority should not trigger an error
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Fixes #33749
This function can be called outside the scene tree.
2019-11-21 18:08:52 +01:00
ae76c62601
Implement Node::get_process_priority() and its associated property
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This closes #33660 .
2019-11-17 17:48:50 +01:00
139c0a4afe
Expose Node::update_configuration_warning() to scripts
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This method can be used to generate custom node warnings by script.
Node::_get_configuration_warning was already exposed to generate custom warnings, but it wasn't fully usable without being able to notify the scene tree when the warning needs to appear or change.
2019-10-17 12:20:35 +02:00
dec10dd776
Merge pull request #32051 from qarmin/some_error_explanation
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Added some obvious errors explanations
2019-09-25 11:51:54 +02:00
17732fe698
Added some obvious errors explanations
2019-09-25 10:28:50 +02:00
a7712cc9e4
Add new events and accompanying logic to notify when the app is paused and resumed on Android devices.
2019-09-19 13:29:49 -07:00
9eb10f1e4a
Add an editor_description property to Node for documentation purposes
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It is implemented using editor-only metadata, in a way similar to
edit locking or Position2D gizmo extents.
This closes #2082 .
2019-08-23 15:53:07 +02:00
c62302a432
Improve the scene tree signals/groups tooltip
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The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
2019-08-17 14:20:16 +02:00
af5e0fff66
Remove ERR_EXPLAIN from scene/* code
2019-08-09 13:54:52 +02:00
4d7439adaa
Merge pull request #31185 from mitchcurtis/get_path
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Improve error message in Node::get_path()
2019-08-08 14:05:49 +02:00
f0ad034a1d
Merge pull request #31182 from mitchcurtis/remove_child
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Improve error message in Node::remove_child()
2019-08-08 11:20:50 +02:00
ae4a382dd2
Improve error message in Node::remove_child()
2019-08-08 09:38:32 +02:00
c332eab864
Improve error message in Node::get_path()
2019-08-07 21:16:54 +02:00
05d58a4e6a
Merge pull request #31122 from Muller-Castro/enhancement
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Unnecessary reassignments
2019-08-07 15:23:38 +02:00
e0b5b21863
Add some code changes/fixes proposed by Coverity and Clang Tidy
2019-08-07 12:54:30 +02:00
ffacd0a148
Removed unnecessary reassigns
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Those assignments are duplicated since add_to_group() or remove_from_group() aren't changing the state of those members.
2019-08-06 17:40:47 -03:00
6cbaf7662f
Changed some code showed in LGTM and Coverage
2019-07-20 08:09:57 +02:00
111154a4a5
Merge pull request #30498 from bojidar-bg/30495-cannot-insert-key
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Fix inability to insert keys via Insert Key context menu
2019-07-11 19:36:33 +02:00
8ecbb6a20d
Fix inability to insert keys via Insert Key context menu
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Fixes #30495
2019-07-10 21:03:04 +03:00
01cc7a996b
Use reference to constant in functions
2019-07-10 11:54:12 +02:00
6b30f284a0
Merge pull request #29980 from Dentrax/directed-by-qarmin
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Fix some editor crashes
2019-07-01 14:59:29 +02:00
7d8d337b2c
fix some crashes
2019-07-01 14:28:29 +03:00
eaaff9da31
Merge pull request #29941 from qarmin/redundant_code_and_others
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Remove redundant code, possible NULL pointers and others
2019-06-27 01:05:18 +02:00
6e9272eea8
Node: Fix logic of has/get_node_and_resource and document it
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Also document NodePath.
2019-06-26 15:46:32 +02:00
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
6d16f2f053
Fix error macro calls not ending with semicolon
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
0823ae7ae4
Node::duplicate: Don't set name if original node is nameless
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In practice this only happens when duplicating a node which is not in
the scene tree yet, as nameless nodes get assigned a generated name
when added to the scene tree.
Fixes #27319 .
2019-05-28 12:40:44 +02:00
3f174c86d0
Fixed scene tree update after changing node name in tool script
2019-05-24 15:27:22 +02:00
9dc9434b1b
Merge pull request #24437 from mateusfccp/single_quotes_option
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Add settings for single-quotes on completion
2019-04-30 14:58:33 +02:00
201cdd358a
Merge pull request #28140 from Daw11/orphan-nodes
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Add a monitor for the orphan nodes
2019-04-22 11:55:15 +02:00
20b0046945
Object::script may not be a valid Ref<Script>
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It appears that Object::script may be a valid ScriptInstance but not be
castable to Ref<Script>. There were only 5 places in the code that made
this assumption. This commit fixes that.
2019-04-20 02:13:28 +02:00
04d0371648
Add a monitor for the orphan nodes
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- Allow the user to keep track of the nodes that might leak
- Possible fix for #27103
2019-04-17 23:13:16 +02:00
c1dcdf6109
No more metadata and dependency indices kept in resources saved.
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-Node folding is now saved externally together with the properties
-External resources remember their ID when scenes are saved.
2019-04-11 14:36:58 -03:00
50ef456c78
Merge pull request #26803 from ptrojahn/emptynode
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Make get_node return NULL for empty NodePaths
2019-04-05 16:55:42 +02:00
a18989602b
Clean up notifications and merge Node and MainLoop ones for clarity, closes #27614
2019-04-04 10:34:41 -03:00
97e8c88ce7
Make get_node return NULL for empty NodePaths
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Fixes #25292
2019-03-08 21:31:36 +01:00
b83c3827f3
Add check in folding to see if the nodepath exists to avoid message spam.
2019-01-30 20:19:44 -08:00
1ff170e67f
Redo serial name fixup from 799ed2b989
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reduz wanted the original PR reverted due to issues, so this follow-up had to be too
(done in 8cb54182ad ). But he ended up adapting part of
the original PR in 27d7772381 without including this fix.
2019-01-11 23:02:57 +01:00
27d7772381
Rewrote rename logic to be less buggy and more efficient, fixes #23803 and probably many recent bugs using GraphEdit
2019-01-10 18:58:16 -03:00
8cb54182ad
Revert "Node: make _generate_serial_child_name manipulate numbers as String"
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This reverts commits 1025e3ecea
and 799ed2b989 .
2019-01-10 22:40:42 +01:00
799ed2b989
Fix strip out spaces while generating serial number for node name
2019-01-08 22:37:45 +09:00
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
ca1935d6f7
Add settings for single-quotes on completion
2018-12-18 12:48:36 -02:00
1025e3ecea
Node: make _generate_serial_child_name manipulate numbers as String
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The conversion from an String to int can overflow int and int64
so it is safer to manipulate strings when we try to find the next
available name for a Node.
2018-11-21 14:18:34 +01:00