Commit Graph

118 Commits

Author SHA1 Message Date
kleonc 71398ae22a TileMap Pass some parameters by `const &` instead of by value 2022-12-12 11:33:42 +01:00
Gilles Roudière 3ea54bb3a1 Rename get_surrounding_tiles to get_surrounding_cells 2022-12-07 11:09:10 +01:00
Rémi Verschelde 1fa80bf9d6
Merge pull request #67330 from KoBeWi/immortal_scenes
Don't free instanced scenes when recreating tiles
2022-11-24 18:54:08 +01:00
Markus Sauermann 3b14f0334c Remove redundant Variant-types initializations 2022-11-14 19:35:19 +01:00
kobewi f8f25adc0b Don't free instanced scenes when recreating tiles 2022-11-07 00:32:41 +01:00
Gilles Roudière fe65d7aa7b Make terrain painting not change neighbors centers bits 2022-10-20 14:47:45 +02:00
Gilles Roudière 64e0c138d9 Fix TileMap occluders having a wrong transform 2022-10-06 14:06:33 +02:00
MisterMX 407bbdda20 refactor(TileMap): Return Rect2i in get_used_rect
Signed-off-by: MisterMX <mbxd12@web.de>
2022-09-28 17:04:15 +02:00
Marc Gilleron aed3822a93 Change return type of `get_configuration_warnings` to `PackedStringArray` 2022-09-19 16:43:15 +01:00
Micky 694190a354 Rename TileMap/GridMap.`world_to_map` and opposite to `local_to_map`
For both TileMap and GridMap:
- `world_to_map` -> `local_to_map`
- `map_to_world` -> `map_to_local`

Also changes any mention of "world" in this context to "local" to avoid future confusion.

Finally, updates the docs of both methods for consistency.
In particular, adding a note on how to convert the returned values from local to global coordinates and vice versa.
2022-09-05 18:08:39 +02:00
kobewi 7305390fdc Add a method to get TileData from a cell 2022-08-16 15:04:39 +02:00
luz paz 38aaaa3cf9 Fix various typos not caught by codespell
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21 07:38:23 -04:00
Gilles Roudière 62d2549e9e Add terrain center bit 2022-06-10 14:37:39 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Igor Kordiukiewicz 8f49150b10 Changed TileMap::set_cell alternative_tile default value to 0 2022-03-02 12:13:45 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Gilles Roudière 756e76293f Implement runtime update of TileData object in TileMap 2021-10-27 18:32:52 +02:00
Gilles Roudière a6584e4cb8 Optimize TileMap layers updates 2021-10-27 12:07:52 +02:00
Gilles Roudière d1aef45072 Allow updating TileMap cells using surrounding terrains 2021-10-21 16:57:28 +02:00
Gilles Roudière 1a95f893c4 Implement TileMap patterns palette 2021-10-19 11:57:37 +02:00
Gilles Roudière 0de2fce3e1 Greatly improve editor performances by deferring tiles related updates
Solve few update problems
2021-10-13 14:49:47 +02:00
kobewi ec0d72a828 Add modulate property to TileMap layers 2021-10-10 20:28:57 +02:00
Gilles Roudière f2caab4691 Improve TileMap physics for moving platforms and conveyor belts like movements 2021-09-29 17:56:30 +02:00
Gilles Roudière f9e6329496 Implement animated tiles 2021-09-23 17:24:37 +02:00
Gilles Roudière 4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Aaron Franke eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
kobewi 665dc7805b Fix get_used_rect() calculation 2021-08-05 20:40:21 +02:00
Gilles Roudière ad8b5cd5a4 Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead 2021-08-02 13:54:39 +02:00
Gilles Roudière 5d34a81e52 Implement atlas merging and tile proxies 2021-07-21 12:36:37 +02:00
andriyDev 9f4bf5ec80 Deleted YSort, moved its functionality directly into Node2D.
YSort now has a compatibility alias to Node2D.
Updated TileMap to use the existing Node2D y_sort_enabled property instead
of its own property.
Updated Node2D doc to include the new y_sort_enabled member.
Updated TileMap doc to remove its mention of cell_y_sort.
Deleted YSort doc.
2021-06-05 00:55:25 -07:00
Gilles Roudière 3b35733b4c Restore a way to show collsion/navigation on TileMap.
Also remove an unused function.
2021-05-25 11:51:15 +02:00
Gilles Roudière d8bb53cd21 Implement scenes tiles in TileMaps 2021-05-20 13:12:03 +02:00
Aaron Franke 75e3f6b732
Update TileMap to use Vector2i instead of two ints 2021-05-07 16:20:02 -04:00
Gilles Roudière a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
Nathan Franke 2a8c59c171
Use Array for node configuration warnings
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-04-11 23:25:38 -05:00
Gilles Roudière a9dc53d152 Remove Navigation2D/3D nodes, and move the navigation map to the world resource 2021-03-10 11:23:06 +01:00
reduz 1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rafał Mikrut 003bb8e1a8 Initialize class variables with default values in scene/ [1/2] 2021-02-07 22:29:31 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
reduz 127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Mateo Dev .59 bb7db2138b TileMap: Set texture_filter and texture_repeat to generated CanvasItems and update when it changes 2020-09-12 11:49:38 -03:00
Marcel Admiraal 26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
Hugo Locurcio c64c45ccaf
Rename various TileMap methods/properties for clarity and consistency
The YSort renames were tracked in https://github.com/godotengine/godot/issues/16863.

This closes https://github.com/godotengine/godot-proposals/issues/814.
2020-05-10 19:16:38 +02:00
Juan Linietsky f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
Juan Linietsky 5d4dc2d45c Add ability to bind typed arrays to script API
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Juan Linietsky 3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Gilles Roudière b5251eb00f Don't compile editor-only function when tools=no 2020-01-09 22:15:48 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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