Gilles Roudière
638e24684f
Fixes setting top_level not updating the global position
...
(cherry picked from commit 131a7b58c8
)
2020-10-28 14:05:42 +01:00
Rémi Verschelde
4028414e0e
Revert "Made toplevel a property for Node3D and CanvasItem"
...
This reverts commit a726d011d5
.
2020-10-19 16:58:56 +02:00
Duroxxigar
a726d011d5
Made toplevel a property for Node3D and CanvasItem
...
(cherry picked from commit 85a8dbb7b6
)
2020-10-01 16:00:47 +02:00
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
Rémi Verschelde
9e1be8f8aa
Merge pull request #32934 from ajweeks/fix-scale-origin
...
Fix 2D scale gizmo placement
2019-10-30 12:04:10 +01:00
Rémi Verschelde
3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
...
Fix draw_rect
2019-10-26 23:09:24 +02:00
AJ Weeks
fb7a4ce63e
Fix canvas scale gizmo placement
2019-10-22 18:17:54 +01:00
AJ Weeks
59d2c71227
Add arcs to indicate angle being measured by ruler
2019-10-19 19:45:56 +01:00
Paul Trojahn
bdaedb601c
Fix draw_rect
...
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
2019-10-11 10:26:53 +02:00
qarmin
50be65bf43
Changed some code found by Clang Tidy and Coverity
2019-09-22 18:45:08 +02:00
Hugo Locurcio
8c8dc6f026
Call some CanvasItem property setters only if needed
...
The CanvasItem property setters `set_modulate`, `set_self_modulate`
and `set_light_mask` have some side effects that don't need to be run
if the value hasn't changed.
This closes #31777 .
2019-08-31 21:53:02 +02:00
Tomasz Chabora
af5e0fff66
Remove ERR_EXPLAIN from scene/* code
2019-08-09 13:54:52 +02:00
Rémi Verschelde
9496e29326
Merge pull request #30451 from raphael10241024/fix_outline
...
Fix DynamicFont outline does not draw using draw_char
2019-07-10 13:38:20 +02:00
Hugo Locurcio
2491c87f86
Add width
and antialiased
parameters to CanvasItem draw_rect()
...
This also removes some duplicated editor code which is now obsoleted
by the new parameters in `draw_rect()`.
2019-07-09 20:30:18 +02:00
RaphaelHunter
e57d0c8e60
Fix DynamaicFont outline does not draw using draw_char
2019-07-09 12:42:59 +08:00
Furkan Türkal
7d8d337b2c
fix some crashes
2019-07-01 14:28:29 +03:00
Juan Linietsky
04847ef5f9
Added ability for multiple images to be imported as an atlas
...
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
JFonS
4d933b1530
Fix canvas particle material for old GLSL versions
2019-02-11 14:56:23 +01:00
JFonS
a7a21bd9fe
Fix particles animation on GLES2
2019-02-06 16:00:22 +01:00
Juan Linietsky
d0b736f7e5
Ability to get the current canvas item being drawn from stylebox.
2019-01-24 10:22:41 -03:00
Juan Linietsky
e0336996ce
Add some checks to avoid disaster when making a node the scene root. Fixes #24484
2019-01-17 15:26:38 -03:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
3f9c054163
Merge pull request #23887 from ibrahn/dirty-material-list-lifetime
...
Moved dirty material lists from static to lifetime controlled by main.
2018-12-11 18:05:19 +01:00
MrCdK
3f7ae10843
Fixed CanvasItem.draw_multimesh() binding.
2018-12-05 01:29:21 +01:00
Ibrahn Sahir
c1f5233217
Moved dirty material lists from static to lifetime controlled by main.
...
As with 7d82bed4f4
,
The list is now destroyed before the OS object, so can print errors if
there are unfreed materials.
2018-11-21 15:51:50 +00:00
Juan Linietsky
0afdc5c559
Avoid duplicate visility changed notification, fixes #18160
2018-11-16 19:47:13 -03:00
JFonS
1267f92740
Fix Particles2D animation regression from #23702
2018-11-15 09:22:11 +01:00
JFonS
cbfb7bd613
Make 2D particles work OOTB (again)
2018-11-13 23:25:05 +01:00
Juan Linietsky
f2e54057ae
-Moved EditorDefaultValue to ClassDB, made it core
...
-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
Juan Linietsky
daa1686772
Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layers
...
Fix picking in CanvasLayer
2018-11-07 17:51:27 -03:00
JFonS
85ce4a67ed
Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
...
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00
Rémi Verschelde
277b24dfb7
Make core/ includes absolute, remove subfolders from include path
...
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.
2018-09-12 09:52:22 +02:00
Juan Linietsky
74359a1d1e
Add a function to force transform update, fixes #17628
2018-09-06 20:38:16 -03:00
Pedro J. Estébanez
6d0f4a4ad7
Fix picking in CanvasLayer
...
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
2018-08-25 00:03:26 +02:00
Pedro J. Estébanez
20dc63054f
Optimize CanvasLayer::get_global_transform_with_canvas
...
So it takes advantage of the `get_global_transform` cached data.
2018-08-21 20:10:15 +02:00
Pedro J. Estébanez
49d0af3c8e
Fix CanvasItem search for a CanvasLayer
...
This fixes the situation where a `CanvasItem` descendant of a `Viewport` which in turn is a descendant of a `CanvasLayer` prefers the more outer `CanvasLayer` rather than the `Vierport`'s.
Because of that, `CanvasItem`s inside a `Viewport` inside a `CanvasLayer` were being rendered to the main `Viewport` instead of the render target of the innermost one.
2018-07-18 20:34:21 +02:00
groud
4d78e16bc1
Fixes the bad calculation of margin & anchors when child of Node2D
2018-06-07 21:25:15 +02:00
Rémi Verschelde
2935cd8a58
Revert "Prevent visibility notification from being called twice in object creation"
2018-06-05 12:05:02 +02:00
Rémi Verschelde
44b0146953
Revert "Revert "Prevent visibility notification been called twice in object creation""
...
This reverts commit 4d277b96ad
.
Woops, this wasn't meant to be committed. I just reverted it locally
to test something, nothing wrong with the original commit :)
2018-05-31 15:50:02 +02:00
Rémi Verschelde
4d277b96ad
Revert "Prevent visibility notification been called twice in object creation"
...
This reverts commit d42b17607e
.
2018-05-31 12:03:40 +02:00
Bastiaan Olij
6103c8d7a3
Add no-blend canvas item render_mode
2018-05-07 22:41:12 +10:00
Rémi Verschelde
3b1ea51e40
Merge pull request #18172 from Chaosus/fix_notification
...
Prevent visibility notification from being called twice in object creation
2018-04-18 16:35:38 +02:00
Juan Linietsky
1d15c5d726
Merge pull request #17502 from groud/2Deditor_rect
...
Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
2018-04-13 10:21:44 -03:00
Chaosus
d42b17607e
Prevent visibility notification been called twice in object creation
2018-04-13 15:28:38 +03:00
Juan Linietsky
9e7cee2ceb
Removed strange custom world2d in CanvasLayer, been there since always and not sure why.
...
Fixes #17524 , fixes #17523 .
2018-04-07 19:43:09 -03:00
Juan Linietsky
61d70fe47c
Document condition to avoid mistakes (like #17690 )
2018-04-07 17:04:12 -03:00
Gilles Roudiere
72ed1e4244
Remove the selection rect for nodes that do not require it
2018-04-03 22:04:19 +02:00
Juan Linietsky
7cd867c3fe
2D Skeletons WORK IN PROGRESS
2018-02-21 17:24:00 -03:00
Juan Linietsky
9e3a1e5401
Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.
2018-02-21 09:39:09 -03:00