godot/scene/main
Rémi Verschelde fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
..
canvas_item.cpp Rename InputFilter back to Input 2020-04-28 15:19:49 +02:00
canvas_item.h
canvas_layer.cpp Remove Node.get_position_in_parent() 2020-04-06 01:19:20 +02:00
canvas_layer.h
http_request.cpp Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
http_request.h
instance_placeholder.cpp Remove Node.get_position_in_parent() 2020-04-06 01:19:20 +02:00
instance_placeholder.h
node.cpp Add ability to bind typed arrays to script API 2020-04-21 10:15:40 +02:00
node.h Add ability to bind typed arrays to script API 2020-04-21 10:15:40 +02:00
resource_preloader.cpp
resource_preloader.h
scene_tree.cpp Rename InputFilter back to Input 2020-04-28 15:19:49 +02:00
scene_tree.h
SCsub
shader_globals_override.cpp Implement global and per instance shader uniforms. 2020-04-17 12:35:41 -03:00
shader_globals_override.h Implement global and per instance shader uniforms. 2020-04-17 12:35:41 -03:00
timer.cpp
timer.h
viewport.cpp Rename InputFilter back to Input 2020-04-28 15:19:49 +02:00
viewport.h doc: Sync classref with current source 2020-04-20 11:48:00 +02:00
window.cpp Add the missing argument in files_dropped signal 2020-04-03 17:33:53 +02:00
window.h