Commit Graph

576 Commits

Author SHA1 Message Date
Juan Linietsky
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Poommetee Ketson
64879e592b RayCast2D: fix detached arrow tip 2017-05-08 16:12:40 +07:00
Rémi Verschelde
2398eb6ed4 Move core thirdparty files to thirdparty/{minizip,misc} 2017-04-28 21:19:23 +02:00
gamemanj
0a4dde93d4 Apply is_ceiling/is_wall swap fix to 2D move_and_slide (minus explaination)
As it turns out, is_ceiling would be true when hitting a wall,
 and is_wall would be true momentarily when hitting a ceiling.

This makes a tiny one-line change to fix that.
Without trying to explain the code for anyone else having to
 mess around with it.
2017-04-15 10:24:36 +01:00
Sergey Pusnei
8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde
d596946a45 Merge pull request #8271 from MattUV/master
Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
2017-04-09 23:37:56 +02:00
Rémi Verschelde
769bec26a7 Merge pull request #8321 from RandomShaper/zero-preprocess-particles2d
Allow zero preprocess time for Particles2D
2017-04-09 17:44:40 +02:00
Andreas Haas
6075dfe511
Particles2D: Fix flip property (again).
should have flipped the dst_rect..
2017-04-09 01:42:39 +02:00
Pedro J. Estébanez
d0ef1acea4 Allow zero preprocess time for Particles2D 2017-04-08 20:04:06 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
efba539f93 Fix build on older GCC versions
Travis builds would fail with:
./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
2017-04-07 19:24:37 +02:00
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
MattUV
6b5305b972 Add set/get_collision_layer/mask_bit() to TileMaps
Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds:

 * set_collision_layer_bit()
 * set_collision_mask_bit()

 * get_collision_layer_bit()
 * get_collision_mask_bit()

To comply with collision layers' renaming from https://github.com/godotengine/godot/issues/5696 , the method names are NOT set/get_layer_mask_bit()
2017-04-06 23:27:55 +02:00
Rémi Verschelde
02f9851d0d Merge pull request #8259 from bojidar-bg/move-slide-wall-fix
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
2017-04-05 01:24:19 +02:00
Rémi Verschelde
2c4e4432af Merge pull request #8214 from tagcup/bounce_reflect_slide
Made slide and reflect active verbs acting on itself in Vector2 and V…
2017-04-05 01:23:09 +02:00
Bojidar Marinov
289abd3710
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
Fixes #7313
2017-04-04 18:32:27 +03:00
Rémi Verschelde
4d3ed11212 Merge pull request #8248 from Hinsbart/fix_notify_renames
Fix more property names in _change_notify calls.
2017-04-04 00:21:12 +02:00
Rémi Verschelde
41986b2092 Merge pull request #8244 from RandomShaper/improve-touch-button
Improve TouchScreenButton
2017-04-04 00:19:47 +02:00
Andreas Haas
0a287cfe4c
Fix more property names in _change_notify calls. 2017-04-03 18:35:15 +02:00
Ferenc Arn
1a620bd5fa Made slide and reflect active verbs acting on itself in Vector2 and Vector3.
This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.

Fixes #8201.
2017-04-03 10:02:12 -05:00
Pedro J. Estébanez
6caa9fc94c Improve TouchScreenButton
Fix shape not being updated
Add a way to hide the shape on editor and debug-with-visible-shapes
Remove useless checks
2017-04-03 14:42:46 +02:00
Robert Hernandez
8078b5ecf6 Fixed Node2D/Control not updating properties 2017-04-01 20:13:52 -04:00
Rémi Verschelde
debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Pedro J. Estébanez
a0ecbb5ac0 Fixes for TouchScreenButton
- getting stuck on pause
- handling input when not visible
2017-03-10 14:10:29 +01:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde
e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Andreas Haas
962243f931
TileMap: Respect self_modulate property
Now `TileMap`s make use of the `self_modulate` property.

There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate`
in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..)
I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
2017-03-05 11:42:01 +01:00
Rémi Verschelde
81a393a2b4 Merge pull request #7508 from lonesurvivor/area2d-fix
Fix two problems with Area2D and remove_child()
2017-03-04 17:19:04 +01:00
Thaer Razeq
f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Ferenc Arn
67ef529113 Use the common PRNG in 2D particles code.
Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
2017-02-27 15:36:17 -06:00
Rémi Verschelde
5f31b3ce58 Merge pull request #7897 from RandomShaper/particles2d-process-mode
Add process mode option to Particles2D
2017-02-27 14:03:44 +01:00
Pedro J. Estébanez
5d094602b8 Add process mode option to Particles2D 2017-02-27 10:47:28 +01:00
Rémi Verschelde
c68f0c7961 Merge pull request #7887 from bojidar-bg/particles-emission-ended
Add emission_finished signal to Particles2D
2017-02-26 20:50:41 +01:00
Rémi Verschelde
3abd4c906d Merge pull request #7869 from RandomShaper/fix-touchbutton-crash
Fix crash if TouchScreenButton is pressed while exiting the tree
2017-02-26 20:27:43 +01:00
Bojidar Marinov
0d6485d919
Add emission_finished signal to Particles2D
(Also remove some Particles2D::testee method, which was unused)
Resolves #3963
2017-02-25 16:06:00 +02:00
Pedro J. Estébanez
75c68f6512 Fix crash if TouchScreenButton is pressed while exiting the tree
(cherry picked from commit 5b8d5766f4)
2017-02-22 01:37:22 +01:00
Bojidar Marinov
136e1e18ba
Add Rect2 TileMap::get_used_rect(), closes #4390 2017-02-20 23:02:03 +02:00
Juan Linietsky
da11d6d9e8 Many fixes to make exported scenes work better, still buggy. 2017-02-15 08:34:02 -03:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
117a83fcb9 Merge pull request #7352 from Zylann/polyline
Polyline
2017-02-12 23:30:04 +01:00
Rémi Verschelde
73cedc3901 Merge pull request #7775 from Hinsbart/particles_flip
Particles2D: implement texture flip parameters.
2017-02-12 23:25:34 +01:00
Rémi Verschelde
53b7bbfcce Merge pull request #7722 from RandomShaper/improve-touch-button
Fix touch button issues
2017-02-12 23:12:18 +01:00
Pedro J. Estébanez
49e7e2cd2a Solve TouchScreenButtons issues
Fix touch button needing double tap after pause (applies to those not set to pass-by)
Fix error when a pressed TouchScreenButton with no associated action exits the tree
(with some refactoring of duplicate code)
2017-02-10 20:54:54 +01:00
Andreas Haas
6a2dccaf77
Particles2D: implement texture flip parameters. 2017-02-10 00:50:21 +01:00
Pedro J. Estébanez
7b2fa207e9 Add shape property to TouchScreenButton
Adapted from 67a0da34a2
2017-02-02 12:16:14 +01:00
lonesurvivor
9cddaab4d1 When overlappinng Area2Ds are removed with remove_child(), _enter_tree and _exit_tree signals are now properly disconnected upon removal 2017-01-25 20:52:44 +01:00
Rémi Verschelde
a19a28288c Merge pull request #7610 from Hinsbart/shape_warning
CollisionShape2D: Fix warning icon not updating.
2017-01-23 07:55:50 +01:00
Andreas Haas
16eee2f59b
CollisionShape2D: Fix warning icon not updating.
`CollisionPolygon2D` also had this problem.
2017-01-22 14:11:17 +01:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Juan Linietsky
b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Marc Gilleron
e2fba10b95 Added Line2D node that draws a polygon-based line
It supports unlimited width, color gradient, texture and some geometry
options for joints and caps. Also transparency without artifacts
(provided that line joints aren't too sharp).
2017-01-15 00:44:46 +01:00
Juan Linietsky
94609305a0 Merge pull request #6519 from RandomShaper/enhance-tileset
Add modulate (color) to TileSet tiles
2017-01-14 16:52:16 -03:00
Juan Linietsky
dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky
d093cc8bf8 Renamed call_group to call_group_flags, made call_group without flags the default 2017-01-14 10:03:53 -03:00
Juan Linietsky
f3b6177ece rename monitoring functions 2017-01-13 20:03:51 -03:00
Juan Linietsky
e53c247cb1 Created new Engine singleton, and moved engine related OS functions to it. 2017-01-13 12:51:14 -03:00
Juan Linietsky
0ad9939603 Rename collision layer as suggested in #5696 2017-01-13 11:01:19 -03:00
Juan Linietsky
04c749a1f0 New API for visibility in both CanvasItem and Spatial
visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
2017-01-13 10:45:50 -03:00
Juan Linietsky
a2903fc51d Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED 2017-01-12 20:35:46 -03:00
Juan Linietsky
83cb84753f Renamed most signals so they refer to:
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -03:00
Juan Linietsky
f3f4a11cfb - _ready() callback only happens once now, if you want to receive it again, use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10 18:04:33 -03:00
volzhs
b8ea0ba984 Fix modulate property bind to Color 2017-01-09 21:53:20 +09:00
Juan Linietsky
1b0930c435 Renamed finished to animation_finished, also passes the animation name when finished 2017-01-08 17:41:32 -03:00
Juan Linietsky
8ecc34bfae removed unnecesary modulate funtions, which were superseded by self_modulate 2017-01-08 12:31:14 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky
3fae505128 Begin modifying properties to make them more friendly to script and doc. 2017-01-03 00:38:16 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c9366f8b56 Merge pull request #7410 from nounoursheureux/master
Add the 'finished' signal to AnimatedSprite
2017-01-02 15:54:58 +01:00
Rémi Verschelde
6428ebd91f Merge pull request #7406 from neikeq/pr-issue-5076
TileMap: _update_dirty_quadrants() cancel pending update pre return
2017-01-02 15:11:23 +01:00
Rémi Verschelde
3e1b5ad223 Merge pull request #7382 from volzhs/fix-visibility
Able to change visibility when ancestor node is hidden
2017-01-02 14:17:42 +01:00
Wilhem Barbier
f6262fde11 Add the 'finished' signal to AnimatedSprite 2017-01-02 12:24:37 +01:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Ignacio Etcheverry
5b3acd287d TileMap: _update_dirty_quadrants() cancel pending update pre return 2017-01-01 21:08:12 +01:00
reduz
f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
volzhs
792ff11642 Able to change visibility when ancestor node is hidden 2016-12-28 14:27:27 +09:00
Ignacio Etcheverry
d579d0a814 KinematicBody: Fix wrong method bind return type 2016-12-10 16:23:47 +01:00
Andreas Haas
4dd6bead1f
Particles2D: Fix initial size randomness property having no effect.
It was just a little typo :p
2016-12-03 20:16:03 +01:00
Pedro J. Estébanez
86789c7071 Add modulate (color) to TileSet tiles 2016-11-30 14:33:39 +01:00
Ovnuniarchos
e07dd9ab32 TileMap now honors blending mode. 2016-11-24 21:28:10 +01:00
Rémi Verschelde
d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
afd86ee240 Merge pull request #6090 from WalasPrime/raytrace_force
Added force_raycast_update GDScript method for RayCast[2D]
2016-10-22 12:40:14 +02:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Andreas Haas
9d67895c7c
Sprite: Fix inspector not showing changes on "frame" property.
Fixes #6562
2016-10-11 15:14:05 +02:00
Juan Linietsky
1527cf8c0d 2D Shaders are working again using the new syntax, though all is buggy in general 2016-10-10 18:31:01 -03:00
Pedro J. Estébanez
34c02fad5a Add editor_only param to Light2D 2016-10-04 16:44:59 +02:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Karol Walasek
7494a8c3c6 Added force_raycast_update GDScript method for RayCast[2D] 2016-10-03 12:36:16 +02:00
Pawel Kowal
f9a21baa26 Fix #6480, area duplicated param 2016-09-29 18:12:45 +02:00
anneomcl
aa5ade834c Fix for #6158. Converting Vector2 to Size2 for scaling functions. 2016-09-19 23:31:45 -07:00
Juan Linietsky
913925f106 Center camera2D with the proper viewport size 2016-09-15 08:17:23 -03:00
Juan Linietsky
a4156f1f0a Added a few functions to make 2D split screen easier. 2016-09-14 15:55:14 -03:00
Juan Linietsky
5fc084c28e -Fixed issue in Kinematicbody2D 2016-09-01 12:03:55 -03:00
Juan Linietsky
fc70824f7c More improvements to visual script..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Rémi Verschelde
ce7e2ae4f4 draw_line: Properly bind antialiased argument 2016-08-31 08:57:21 +02:00
Juan Linietsky
fb4d6d1db0 More visual script improvements
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Rémi Verschelde
9a35ed5d54 Merge pull request #5670 from timoschwarzer/feature/camera2d_limit_smoothing
Add an option to smooth camera limits when camera smoothing is enabled.
2016-08-30 16:52:55 +02:00
Rémi Verschelde
835ee75d57 Merge pull request #6159 from touilleMan/issue-6148
Add Node2d global rot/rotd/scale methods
2016-08-29 19:04:24 +02:00
Juan Linietsky
748836e0b3 Several all around fixes to visual scripting (in the process of creating demos) 2016-08-28 20:59:01 -03:00
Emmanuel Leblond
c402ac13df Add Node2D's set_global_rot get_global_rot set_global_rotd get_global_rotd set_global_scale get_global_scale methods. 2016-08-15 11:39:19 +02:00
Juan Linietsky
37b5e99bc2 prevent bug due to scripts not working in editor and notifier sending signals to it. 2016-08-08 19:04:12 -03:00
Juan Linietsky
ba625a14c6 Merge pull request #5447 from RandomShaper/parallax-layer-fix-tidy
Improve parallax mirroring algorithm
2016-07-24 12:19:27 -03:00
Timo Schwarzer
d691cb4732 Add an option to smooth camera limits when camera smoothing is enabled. 2016-07-13 11:48:50 +02:00
Juan Linietsky
b41be2d1a9 Merge pull request #4854 from Razzlegames/screenToLocal
Conversion function for screen coords to local Canvas coords
2016-07-11 02:26:58 -03:00
Kyle Luce
605193b22f Conversion function for screen coords to local Canvas coords
- Useful if you need to Convert screen coords to the coordinate space of a
  CanvasItem, but don't have an associated InputEvent to use in
  #make_event_local.

For example, if you have a particular point on the screen you'd like to project
into World Space, for various reasons, you would use this function on the root
of the scene. This is analogous to ray casting from screen space in 3D.
2016-07-10 16:06:57 -07:00
Juan Linietsky
46bb02991f Merge pull request #5270 from lonesurvivor/master
Added Tile Origin = Bottom Left option to the TileMap
2016-07-10 13:41:33 -03:00
Juan Linietsky
b06eca108a Merge pull request #5490 from timoschwarzer/master
Add new Camera2D alignment functions
2016-07-10 12:39:50 -03:00
Rémi Verschelde
f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +02:00
Juan Linietsky
7c1ab42571 Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422 2016-07-06 23:46:04 -03:00
Timo Schwarzer
185ba75bfa Fix Camera2D header for align() 2016-06-30 16:07:48 +02:00
Timo Schwarzer
ae055ebf82 Add align() to realign the Camera2D to its tracked node
align() will center the tracked Node if anchor mode is set to DRAG_CENTER, otherwise the camera is set to the Node's position
2016-06-29 18:17:11 +02:00
Timo Schwarzer
6686fbc1e0 Add reset_smoothing() for immediately fixing the camera to the destination location 2016-06-29 17:40:29 +02:00
Juan Linietsky
47d6cc08bb Properly deliver localized coordinates when passing gui events through parents, closes #4215 2016-06-27 10:00:36 -03:00
Pedro J. Estébanez
6ce47d9b51 Improve parallax mirroring algorithm
Replaces the iterative approach currently used by an equivalent direct computation.
Also fixes infinite looping that happens when the mirroring value is negative.
2016-06-27 10:40:33 +02:00
Juan Linietsky
10f411b47b Avoid mirroring to go negative to fix crash, closes #4036 2016-06-26 16:51:13 -03:00
Juan Linietsky
282da142ae Added an option to ParallaxLayer to add an extra scroll offset, helps if you want to make clouds to move by themselves and animate that, for example. 2016-06-26 16:22:20 -03:00
Rémi Verschelde
0be12898a7 Revert "Improve parallax mirroring algorithm" 2016-06-26 18:03:15 +02:00
Juan Linietsky
130b83bc52 Ability to set draw transform as a matrix, closes #5428 2016-06-26 13:01:17 -03:00
Rémi Verschelde
b02d67be30 Merge pull request #5307 from MarianoGnu/master
TextureRegion improvements
2016-06-26 09:43:45 +02:00
Rémi Verschelde
22c9a44174 Merge pull request #5391 from RandomShaper/parallax-layer-fix-tidy
Improve parallax mirroring algorithm
2016-06-24 21:26:54 +02:00
Pedro J. Estébanez
fbddc0b747 Improve parallax mirroring algorithm
Replaces the iterative approach currently used by the standard fmod() function.
Also fixes infinite looping that happens when the mirroring value is negative.
2016-06-24 18:39:56 +02:00
George Marques
b06d235ce8
Rename CanvasItem.edit_get() to edit_get_state()
This makes more sense of what it does and correlates to edit_set_state()
2016-06-23 17:59:37 -03:00
Bojidar Marinov
f3342eb72e
Fix a inherited transform bug with Camera2D preview drawing
Closes #5339
2016-06-21 22:35:04 +03:00
Juan Linietsky
fa0d1cd27c fix CanvasItem.get_global_transform() and CanvasItem.get_local_transform(), closes #4075 2016-06-20 21:19:12 -03:00
MarianoGNU
79c500bee1 Modify margins with mouse input 2016-06-20 17:06:19 -03:00
Patrick Reh
fff4d5867c Added Tile Origin = Bottom Left option to the TileMap 2016-06-20 12:18:53 +02:00
MarianoGNU
0f1a717c64 Remove unused connection. ShaderEditor should'nt handle ShaderGraphs.
Fixes #4678 && #4745
2016-06-20 00:50:33 -03:00
Juan Linietsky
7c20c386c5 -Added trigger mode to tracks, useful for properties that work as triggers, such as playing a sample, an animation, etc.
-Better interpolation of discrete tracks, fixes #4417
2016-06-19 01:43:02 -03:00
Rémi Verschelde
b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
95dc15b750 Send body inout notifications after state is applied, fixes #4683 2016-06-17 16:45:10 -03:00
Juan Linietsky
4866713bc3 added a function CanvasItem.get_item_and_children_rect() , fixes #4738 2016-06-13 21:37:04 -03:00
Rémi Verschelde
0729c852b4 Fix indentation issues in last commits
Ping @reduz.
2016-06-07 07:39:40 +02:00
Juan Linietsky
2b9cab25c0 -Fix small bug regarding to canvas layer detection, closes #4381 2016-06-06 21:14:25 -03:00
Daniel J. Ramirez
ba0baa3ca7 Modified damp ranges 2016-05-23 18:23:51 -05:00
Daniel J. Ramirez
c9350d7897 Clamped some light2D ranges 2016-05-23 17:56:10 -05:00
Ovnuniarchos
0d20ceeb61 Polygon2D now exposes vertex colors. 2016-05-23 03:40:45 +02:00
Rémi Verschelde
94c34ff890 i18n: Proofreading of all strings
Done to ensure that no important identifiers are translatable,
to fix compound strings using the new vformat() function, and
some general English proofreading here and there.
2016-05-21 00:21:57 +02:00
volzhs
ebcf04ff1f fix compile failure when tools=no 2016-05-18 14:29:53 +09:00
Rémi Verschelde
be4d95c19a CanvasModulate: fix build issue with GCC
Bug from c195c0d.
2016-05-17 23:47:26 +02:00
Juan Linietsky
c195c0df6b -Added configuration warning system for nodes
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
volzhs
d6ccea541d remove old bind for add_frame of SpriteFrames
it causes ``ERROR: Method already bound: SpriteFrames::add_frame``
2016-05-17 22:48:36 +09:00
Juan Linietsky
bed3efb17e New reworked AnimatedSprite!
-New SpriteFrames editor, with support for drag&drop, multiple animation
sets, animation speed and loop.
-New AnimatedSprite, with support for all the new features!
AnimatedSprite3D has not been updated yet.
-Added support for drag&drop to other editors, such as resourcepreload,
sample library,  etc.
2016-05-14 23:48:45 -03:00
MattUV
91c85ff1f5 classref: Fixed return types in Area and Area2D (#4635) 2016-05-12 17:03:15 +02:00
Rémi Verschelde
4eab767a6f Rotation APIs: Better exposure for degrees methods
Made public the various set/getters for rotations in degrees.
For consistency, renamed the exposed method names to remove the leading
underscore, and kept the old names with a deprecation warning.

Fixes #4511.
2016-05-06 23:38:08 +02:00
Ignacio Etcheverry
1e752c0120 Fix wrong return and argument types in documentation 2016-05-04 15:35:09 +02:00
Rémi Verschelde
c97cc362e3 Merge pull request #4387 from JoshuaGrams/rigidbody2d-torque
Hooked up RigidBody2D torque methods
2016-04-29 10:29:12 +02:00
Josh Grams
a7b4127481 RigidBody2D (add_force, set_inertia): new methods. 2016-04-26 08:15:15 -04:00
Josh Grams
ffaced87a6 RigidBody2D: rename apply_impulse(pos) to offset. 2016-04-24 04:36:51 -04:00
Bojidar Marinov
b2e0cedbf0 Fix continious update with Camera2D
Closes #4406
2016-04-23 15:27:32 +03:00
Josh Grams
f7d31cec38 RigidBody2D: add and bind get_inertia() method.
You can't set this value very well, since it's automatically computed
from the mass and the collision shapes. But since the values are higher
than many people might suspect, so being able to read it helps estimate
the amount of torque you might need to apply.
2016-04-20 20:49:37 -04:00
Josh Grams
dbabe4c07c RigidBody2D: add and bind get/set_applied_torque. 2016-04-20 19:49:35 -04:00
Rémi Verschelde
6da39ce18d Merge pull request #4380 from bojidar-bg/camera2d-fix-zoom
Fix Camera2D ignoring zoom when checking limits
2016-04-19 20:48:59 +02:00
Bojidar Marinov
7a8aea0be9 Fix Camera2D ignoring zoom when checking limits
Closes #1912
2016-04-19 21:35:02 +03:00
Bojidar Marinov
e7f66a88d6 Add preview of the Camera2D's screen boundaries
Closes #3365
2016-04-19 16:07:06 +03:00
Rémi Verschelde
b9ac3df29b Merge pull request #4259 from neikeq/pr-issue-4224
Fix RayCast not updating when debugging collissions
2016-04-07 14:13:48 +02:00
Ignacio Etcheverry
6cf3bdcf76 Fix RayCast not updating when debugging collissions 2016-04-07 13:30:40 +02:00
Bojidar Marinov
6dcd1354c2 Add a sleeping_state_changed signal to RigidBody and RigidBody2D classes
Closes #3911
2016-04-06 17:14:38 +03:00
Bojidar Marinov
2a581835ca Fix issues with tilemap covering child nodes and old quadrants
Closes #4070
2016-03-18 18:57:26 +02:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Franklin Sobrinho
1d188c1c7b Fix Sprite doesn't updating region_rect value in certain conditions 2016-03-05 12:30:09 -03:00
Juan Linietsky
70cdfa681a -Change link to new documentation
-fixed bug in tilemap collision debug
2016-02-20 10:02:14 -03:00
Rémi Verschelde
281236280e Fix NavigationPolygon references in _bind_method
Also sync the doc accordingly
2016-02-17 18:46:31 +01:00
Rémi Verschelde
5439937899 Bind method is_cell_transposed 2016-02-15 23:30:52 +01:00
Johan Manuel
a634fc7a4a Added get_cellv() method to TileMap 2016-02-06 13:48:41 +01:00
Juan Linietsky
35a28f3442 -Take in consideration canvas layers for GUI input 2016-01-24 10:57:42 -03:00
Juan Linietsky
d01f55a78e Merge pull request #2698 from Faless/add_area_fix
Fix bug in Body(2D)SW::add_area
2016-01-23 23:07:23 -03:00
Juan Linietsky
fe46f0d2b2 -leftover debug code was causing a crash in navigation 2d, removed it and fixes #3374 2016-01-22 19:49:05 -03:00
Rémi Verschelde
3c6dd5749d Merge pull request #3204 from neikeq/fix_3153
Consider texture offset when rotating tiles
2016-01-15 16:53:16 +01:00
Juan Linietsky
a625f7d073 -Properly lock and and warn about switching off contact monitoring, fixes #3041 2016-01-12 06:14:15 -03:00
Rémi Verschelde
90e5fba1c1 Merge pull request #3300 from MarianoGnu/bug_fixing
fix: TouchScreenButton should stop propagating action when button is …
2016-01-11 08:47:37 +01:00
Juan Linietsky
d7015613b1 It seems everyone misses the polygon decomposer output, fixes #3069 2016-01-10 23:09:05 -03:00
Juan Linietsky
5b088b41b3 make path update when curve changes, fixes #3144 2016-01-10 18:01:16 -03:00
MarianoGNU
3169b66d15 fix: TouchScreenButton should stop propagating action when button is removed from scene 2016-01-10 10:36:43 -03:00
Ariel Manzur
d199ed344d removed prints 2016-01-09 19:51:05 -03:00
Ignacio Etcheverry
a9dbe83155 TileMap: Properly flip/rotate tiles with non-square region 2016-01-04 15:28:11 +01:00
Juan Linietsky
a501ee355b properly specify metadata in KB function 2016-01-03 20:25:27 -03:00
Juan Linietsky
939c5f5c9e -Fix global transform cache not being cleared in 2D nodes, fixes many editor bugs, closes #2115 2016-01-02 20:32:19 -03:00
Ignacio Etcheverry
e22e0cecf7 TileMap: Consider texture offset for rotated tiles 2016-01-02 18:17:20 +01:00
Juan Linietsky
d069c44a7f -Fix TouchScreenButton to work with stretch and viewport canvas transform, closes #2286 2016-01-02 11:23:30 -03:00
Juan Linietsky
199a29b353 Merge pull request #3184 from vnen/update-copyright-2016
Update copyright to 2016 in headers
2016-01-01 11:03:29 -03:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
7879efc50b Make both lights and occluders stop working if hidden, fixes #2437 2016-01-01 10:45:24 -03:00
Juan Linietsky
b78c1e52c2 Make CanvasModulate deactivate when hidden, fixes #2437 2016-01-01 10:33:02 -03:00
Juan Linietsky
7d0894e925 -Improved convex decomposer for CollisionPolygon2D, fixes #2336 2015-12-31 20:23:34 -03:00
Juan Linietsky
d1a799f744 -fix range limit issue in Particles2D, closes #2411 2015-12-31 15:18:03 -03:00
Juan Linietsky
1e65c3c701 remove error print in area collision, should be a valid situation, closes #2463 2015-12-31 11:15:49 -03:00
Juan Linietsky
335c52ba03 Merge branch 'master' of https://github.com/godotengine/godot 2015-12-31 00:33:07 -03:00
Juan Linietsky
fd836cad27 -Ensure .tscn and .tres always save in a deterministic way, fixes #2495
-Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed
-Created a VariantWriter helper to unify all variant to text writing
-Moved SceneFormatText writing to VariantWriter
-Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
2015-12-31 00:31:00 -03:00
reduz
b8f18cd73c add 2d paths and joints to collision/navigation debug, fixes #2439 2015-12-29 19:07:37 -03:00
reduz
408a67193e Added a reset() function to Particles2D, fixes #2472, fixes #2468 2015-12-29 18:53:45 -03:00
reduz
196b3e03fc Fix CanvasItem.draw_set_transform to act according to docs, fixes #2487 2015-12-29 18:27:20 -03:00
reduz
5063cd7757 -Make tilemap able to change light mask, fixes #2557 2015-12-29 14:47:13 -03:00
reduz
f7b64a62d1 -renamed function get_relative_transform() to get_relative_transform_to_parent(), makes more sense
-fixed newly introduced bug in onready keyword, fixes #3155
2015-12-28 21:05:57 -03:00
Rémi Verschelde
d4993b74fc Add missing argument names in GDScript bindings
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Juan Linietsky
acc9db1695 Merge pull request #3071 from Ovnuniarchos/NewAreaCombiners
New and corrected area override modes.
2015-12-22 10:57:39 -03:00
Juan Linietsky
83e0e97214 -implement arrows on tabs, when too many tabs are present, fixes #2806 2015-12-14 10:24:28 -03:00
Ovnuniarchos
89efebbf56 New and corrected are override modes. 2015-12-14 02:56:49 +01:00
Juan Linietsky
ec8f0d7eb9 ability to set occluder mask in tilemap, fixes #3025 2015-12-12 10:45:31 -03:00
Juan Linietsky
29ea399234 -make smoothing respect camera limits, fixes #3037 2015-12-12 09:26:13 -03:00
Juan Linietsky
9251298f46 -collision debug is shown above all else, fixes #2985 2015-12-12 08:11:36 -03:00
Rémi Verschelde
3b68f0d051 Merge pull request #2306 from dbsGen/patch-1
Fixed the mouse position for control when it is in a canvas_layer.
2015-12-10 17:06:27 +01:00
Juan Linietsky
428984ec0c -New mask mode for lights, makes using masks MUCH easier. 2015-12-08 20:25:08 -03:00
Juan Linietsky
c650d4e19c Merge branch 'master' of https://github.com/godotengine/godot 2015-12-08 17:48:03 -03:00
Juan Linietsky
09ff457185 made the exclusion of nodes from joints optional, fixes #3015 2015-12-08 17:47:12 -03:00
Fabio Alessandrelli
3eba84e1d7 Properly update node after clearing shapes in _update_shapes_from_children()
(fix bug causing eg. CircleShape2D.set_radius to generate multiple shapes)
2015-12-02 11:30:48 +01:00
romulox_x
0b4830f3be Added set_hidden method to Spatial and CanvasItem 2015-11-26 13:44:06 -08:00
Juan Linietsky
d3eb9e8c54 -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260 2015-11-19 10:41:20 -03:00
Juan Linietsky
0c3386b2ed Merge pull request #2707 from akien-mga/master
Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky
d38fd747ab Merge pull request #2672 from Brickcaster/patch-1
Fix for world_to_map() with negative coords.  Fixes issue #2665
2015-11-18 19:07:53 -03:00
Juan Linietsky
e84fa04141 Merge pull request #2764 from guilhermefelipecgs/fix_camera2d_set_zoom
Fix for smoothing camera2D when you change zoom.
2015-11-18 18:44:50 -03:00
Juan Linietsky
1d7e9c4ba5 -fixes to animatedsprite used with atlas 2015-11-11 17:39:06 -03:00
Rémi Verschelde
399b1b0474 Cosmetic fixes to SCons buildsystem
- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Brickcaster
4e0511a8a0 Fix for negative coords. Regarding issue #2665
int() of negative numbers rounds up. Needed to add a condition to account for negative values. Thanks to Romulox_x for providing this solution.
2015-10-24 21:47:48 -04:00
Juan Linietsky
88b6e04cc1 Merge pull request #2330 from FEDE0D/parallax_fix
ParallaxBackground: added option to ignore camera zoom
2015-10-17 12:05:27 -03:00
Juan Linietsky
b3d34bcef4 Merge pull request #2589 from eska014/add-raycast2d-type_mask
Add type mask customization to RayCast2D
2015-10-17 09:45:52 -03:00
Juan Linietsky
426909e26b Merge pull request #2594 from Biliogadafr/PinSoftness
Expose softness parameter of pin joint to the editor.
2015-10-17 09:45:16 -03:00
Juan Linietsky
79e5ced7e6 -A little More control about pixel snapping in 2D 2015-10-13 15:53:34 -03:00
Juan Linietsky
b3cda43a0f Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	platform/windows/detect.py
2015-10-13 01:19:32 -03:00
Biliogadafr
2ffc90d8b4 Expose softness parameter of pin joint to the editor. 2015-10-10 23:28:05 +03:00
eska
793c53122a Add type mask property to RayCast2D 2015-10-10 05:46:47 +02:00
Juan Linietsky
8154dff3d0 Merge pull request #2528 from MarianoGnu/sprite-edit
SpriteRegionEditor
2015-09-28 09:32:42 -03:00
MarianoGNU
3e6aaec193 Add SpriteRegionEditor and update Polygon2DUVEditor
Both with snap and grid support
2015-09-28 00:06:06 -03:00
Rémi Verschelde
3bf24eeb6b Rename _voice_count to _polyphony in SamplePlayer to be consistent with SamplePlayer2D 2015-09-26 21:06:12 +02:00
Juan Linietsky
c858515785 Fixed theora playback. Removed theoraplayer.
Still need to get proper audio output latency in some platforms.
2015-09-26 14:50:42 -03:00
eska
b9bb2ab9c0 Fix propagation of NOTIFICATION_VISIBILITY_CHANGED 2015-09-26 02:23:19 +02:00
George Marques
5ff0b69dae
Move the shape test to a little sooner 2015-09-22 21:30:37 -03:00
George Marques
e68f04b9d0 Check if shape is valid before referencing it
See the comment from @MartiniMoe at #2366.
2015-09-22 20:27:48 -03:00
Juan Linietsky
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
Juan Linietsky
3f9e5afe68 begin work on debugging collisions.... 2015-09-18 23:10:58 -03:00
reduz
2580ca01e6 Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.

Have Fun!
2015-09-15 22:07:03 -03:00
Guilherme Felipe
da895e8542 Fix for smoothing camera2D when you change zoom, fix #2074. 2015-09-03 19:23:39 -03:00
Juan Linietsky
1fecba6b5b -added hints to sprite v/hframes, fixes truncation problem
-removed an error being printed often unnecesarly about missing child
2015-08-29 13:02:56 -03:00
Juan Linietsky
c2e2f2e0ae Merge pull request #2282 from Ovnuniarchos/master
Bitmask editor and some CanvasItem documentation.
2015-08-08 11:18:08 -03:00
Federico Pacheco
7a516d13e2 ParallaxBackground: added option to ignore camera zoom 2015-08-04 01:44:38 -03:00
Juan Linietsky
59961c9914 Live edit WORK IN PROGRESS
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
Gen
88bf7f35e1 Fixed the mouse position for control when it is in a canvas_layer. 2015-07-27 08:36:21 +08:00
Ovnuniarchos
43053e3a71 Added a proper name and an explanation to arg4 on CanvasItem.draw_texture_rect*. 2015-07-20 20:07:25 +02:00
Juan Linietsky
95047562d7 Several performance improvements, mainly in loading and instancing scenes and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.

WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky
b4190ed2b9 compile fix 2015-06-24 18:34:31 -03:00
Kermer
32d4b4128c Tiny typo
COPY_MODE_DISALED -> COPY_MODE_DISABLED
2015-06-24 23:24:44 +02:00
Juan Linietsky
52308aba68 ability to change shadow color in light2d 2015-06-24 18:15:43 -03:00
Juan Linietsky
ae28305d7c ability to set process on parent nodes on visibility notifier 2015-06-22 15:43:13 -03:00
Juan Linietsky
8945670bc0 made changing pivot simpler in 2D nodes (just press v with mouse over position) 2015-06-12 13:53:18 -03:00