PouleyKetchoupp
114da550ec
Fix logic for showing tilemap debug collision
...
In editor: only when show_collision property is enabled
In game: only when 'Visible collision shapes' is enabled
2021-05-25 11:49:47 -07:00
kleonc
1184013fcf
TileMap::world_to_map Ensure half offset is added according to the returned value
...
Decide whether half offset should be added based on the value used for calculating the return value of this method.
(cherry picked from commit f1420c7cbf
)
2021-05-09 17:15:44 +02:00
Rémi Verschelde
140350d767
Style: Enforce braces around if blocks and loops
...
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
Rémi Verschelde
a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
...
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde
b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
2021-05-04 14:45:16 +02:00
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
2021-05-04 14:45:15 +02:00
janglee
7b6cc3e687
Added show_collision
property.
...
If true, collision shapes are shown in the editor and at run-time.
Requires Visible Collision Shapes to be enabled in the Debug menu,
for collision shapes to be visible at run-time.
2021-03-05 01:21:40 +05:30
Rémi Verschelde
49646383f1
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 🎆
(cherry picked from commit b5334d14f7
)
2021-01-13 16:17:06 +01:00
Rafał Mikrut
927010e90f
Do not iterate over map when removing its values
...
(cherry picked from commit 29b2882381
)
2021-01-05 20:49:00 +01:00
Thomas Riedmair
7e669123f9
Fix performance issue in update_bitmask_region fallback
...
(cherry picked from commit e0f084b924
)
2020-05-04 16:10:22 +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
Rafał Mikrut
99d8626f4a
Fix some overflows and unitialized variables
2019-11-20 16:22:16 +01:00
qarmin
bb685147f9
Fix crash in TileMap::update_cell_bitmask
2019-10-08 15:46:38 +02:00
qarmin
f435a6f0b6
Fix crash in TileMap::fix_invalid_tiles
2019-10-05 11:37:38 +02:00
bob
943471dd02
Fix TileMap world_to_map rounding issue for negative integers
...
The previous code would fail for negative integer values like -3.0
(would return -4 instead of -3).
Fixes #31468 .
2019-09-26 08:47:24 +02:00
qarmin
17732fe698
Added some obvious errors explanations
2019-09-25 10:28:50 +02:00
Bhupendra Aole
0b5a600564
Initialize TileMap Custom Transform
...
Initialize TileMap Custom Transform to same as Cell Size (64).
Fixes #30948 .
2019-09-01 19:33:45 -04:00
Bojidar Marinov
141ee27dad
Fix corrupted TileMap saves due to missing/wrong format
...
Fixes #29312
2019-08-08 09:30:55 +03:00
Hugo Locurcio
ff7184c5cb
Improve the node configuration warning display
...
- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
blank line to make them easier to distinguish
- Improve grammar and formatting
2019-07-09 00:18:00 +02:00
Bojidar Marinov
ebf2a4d553
Fix some issue with TileMap's and other nodes' boundaries
...
Fixes #30348
Addresses a small part of #30012
2019-07-08 12:35:52 +03:00
Ibrahn Sahir
4e4697b1c4
Added release function to PoolVector::Access.
...
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
Ranoller
14e2a99129
Tilemap fix displaced textures and shapes and added center texture and compatibility mode
...
This commit fix #22989 #15249 #28206 . Main problem is that tilemap displace textures in different tile origins in a strange way and doesn´t respect coincidence between texture and shapes in not uniform tiles. This issue is present in godot 3.0 and godot 3.1. To maintain compatibility are added a compatibility mode and a center texture option. Other related issues and pull request: #28896 #29487 #29519 #29961 . Idications of #30204 are added
2019-07-02 17:12:58 +02:00
Rémi Verschelde
850a54a2a5
Fix uninitialized variables in Line2D, JSONParseResult and TileMap
2019-06-30 13:58:07 +02:00
Bojidar Marinov
583f7adb51
Allow ColisionObject2D to get shapes from tilemaps
...
Fixes #4454 and likely resolves #22285
2019-06-27 21:16:54 +03:00
Ranoller
f26e9daab5
Make tilemap texture origin point top-left.
...
Fix https://github.com/godotengine/godot/issues/29487 . In this commit: https://github.com/godotengine/godot/pull/28896 bad offset of textures and shapes was fixed, but a center of texture was added too, and this seems not dessired by default because breaks too much compatibility with demos and user projects. A future Check box for center texture can be added
2019-06-05 23:23:36 +02:00
Rémi Verschelde
4b399034aa
Merge pull request #24560 from guilhermefelipecgs/fix_24549
...
Add EDITMODE_PRIORITY for ATLAS_TILE
2019-06-01 09:49:18 +02:00
Rémi Verschelde
84331549db
Merge pull request #28896 from Ranoller/master
...
Fix tilemap displaced textures and shapes
2019-05-28 22:25:18 +02:00
Rémi Verschelde
e0574e1d98
Fix typos with codespell
...
Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-05-19 13:10:35 +02:00
Ranoller
7a8e4f64b8
Fix tilemap displaced textures and shapes with origin point BOTTOM_LEFT and CENTER and other casuistry
...
This commit fix https://github.com/godotengine/godot/issues/22989 fixing displaced textures and not coincident shapes in tilemap. Fix too: https://github.com/godotengine/godot/issues/15249 , https://github.com/godotengine/godot/issues/28206 , https://github.com/godotengine/godot/issues/28610 and probably others
2019-05-15 04:14:27 +02:00
Rémi Verschelde
ac0369e9ff
Merge pull request #27845 from samdze/master
...
Make TileMap overridable "set_cell" function called on undo/redo
2019-04-30 10:55:53 +02:00
Samuele Zolfanelli
e2dd0c101e
Make TileMap overridable "set_cell" function called on undo/redo
2019-04-27 17:20:32 +02:00
Rémi Verschelde
c8994b56f9
Style: Apply new changes from clang-format 8.0
...
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
2019-04-09 17:09:48 +02:00
Mariano Javier Suligoy
bfc3ba5af0
Merge pull request #27365 from Byteron/tile_map_negative_offset
...
TileMap, negative Y and X Offset
2019-04-05 09:24:32 -03:00
Aaron Winter
63e0fd7675
added negative X and negative Y offset to TileMap
...
clang-format
added negative X and negative Y offset to TileMap
2019-04-05 10:37:35 +02:00
Michael Alexsander Silva Dias
be5f35dfa0
Make size cache dirty when removing tiles in 'TileMap'
2019-03-15 00:58:30 -03:00
Mariano Suligoy
078b869d9a
TileSet/TileMap: Decompose solid non-convex polygons into convexes. Real fix for #24003
2019-03-04 21:03:10 -03:00
marxin
8d51618949
Add -Wshadow=local to warnings and fix reported issues.
...
Fixes #25316 .
2019-02-20 19:44:12 +01:00
Rémi Verschelde
5fc86026ca
Fix typos with codespell
...
Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2019-02-13 09:23:29 +01:00
Juan Linietsky
d8b702b566
-Re-added margins in one way collision (made in a more user friendly way than in Godot 2.1), fixes #23860
...
-Fixed potential bug in OWC (i dont think anyone had it but..)
2019-01-18 14:15:05 -03:00
Michael Alexsander Silva Dias
9c69d7f339
Appease some CppCheck warns for files in the "scene" directory
2019-01-16 12:59:18 -02:00
Rémi Verschelde
b16c309f82
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Guilherme Felipe
bacf5124cf
Add EDITMODE_PRIORITY for ATLAS_TILE
...
When editing ATLAS_TILE, now it's possible to enable priority to
randomize subtiles.
2018-12-23 18:56:18 -02:00
Rémi Verschelde
0b774d47e6
Merge pull request #24509 from guilhermefelipecgs/fix_24273
...
Add bind for TileMap::get_cell_autotile_coord
2018-12-21 10:08:03 +01:00
Guilherme Felipe
9eb4bb044f
Add bind for TileMap::get_cell_autotile_coord
2018-12-20 15:43:44 -02:00
Guilherme Felipe
21bad78bd8
Fixes for TileSetEditor and TileMapEditor
...
[TileSetEditor] Hide Bitmask and Priority for ATLAS_TILE
[TileMapEditor] Hide "Disable autotile" if the selected tile isn't
autotile
Fix #22756 , don't update bitmask when tilemode is ATLAS_TILE
2018-12-20 15:31:45 -02:00
Guilherme Felipe
d840262739
Add z-index to ATLAS_TILE
2018-12-17 10:03:50 -02:00
Guilherme Felipe
69f6f787c0
Add Z-Index for Autotile
2018-12-07 18:42:56 -02:00
Davide Baldo
672b1b19c0
Fixed tilemap saving, format FORMAT_2 was not correctly written since it was recognized as default value, hence
...
FORMAT_1 was always the case even when the tile_data was written in FORMAT_2.
2018-11-10 01:40:08 +00:00
Rémi Verschelde
b9232ce7a3
TileMap: Fix floor precision in world_to_map on tile borders
...
Fixes #23250 , supersedes #23315 .
2018-11-02 13:07:57 +01:00