Juan Linietsky
8ef1c41a4e
Small fixes required to get platformer to work.
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Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky
265d4e2d6c
Fixed bug regarding to two spatial 2d players not mixing properly
2017-06-22 17:50:03 -03:00
Bojidar Marinov
2edb082c7e
Add normal map to tilemaps and tilesets
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Fixes #9310
2017-06-22 18:15:50 +03:00
Juan Linietsky
fb72edf45e
Properly exposed material types everywhere.
2017-06-22 09:33:20 -03:00
Rémi Verschelde
e3b34810e3
Fix tools=no build
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This house is falling apart when I'm not around...
2017-06-22 12:12:30 +02:00
Juan Linietsky
95560e02c5
2D GPU Particles working..
2017-06-21 16:26:26 -03:00
Thomas Herzog
ceded65c01
Merge pull request #9257 from Shockblast/patch-1
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Remove Duplicate Include
2017-06-20 10:58:00 +02:00
Shockblast
3e733d0f92
Remove Duplicate Include
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Also solves a problem with AnimatedSprites, when you add sprites for the animation the engine crash
2017-06-19 20:52:10 -04:00
Benjamin Dahse
b95f57d050
Add null-check to get_normal_frame
2017-06-20 00:37:34 +02:00
Juan Linietsky
0288be1e76
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-18 22:55:02 -03:00
Juan Linietsky
969fa3cc73
-Added AudioStreamPlayer2D, for 2D positional sound
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-Added ability for Area2D to redirect positional sound to a specific audio bus
2017-06-18 21:07:32 -03:00
Juan Linietsky
33bf180067
Added normalmap support to stylebox and animated sprite.
2017-06-18 00:03:28 -03:00
Juan Linietsky
5c6cac4e53
Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far.
2017-06-17 23:27:42 -03:00
Rémi Verschelde
b7a2a40b8e
Merge pull request #9176 from RandomShaper/fix-touchbutton
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Fix/improve TouchScreenButton
2017-06-15 12:38:59 +02:00
Rémi Verschelde
80de0c35df
Merge pull request #9160 from karroffel/color-ramp-rename
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renamed occurances of ColorRamp with Gradient
2017-06-14 23:09:30 +02:00
Rémi Verschelde
bccee07ae7
Merge pull request #9165 from Noshyaar/pr-area
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Refactor layer_mask to collision_layer
2017-06-14 23:04:04 +02:00
Pedro J. Estébanez
d27d1dba23
Fix/improve TouchScreenButton
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- Refactor touch acceptance logic so the same is used whether passby is enabled or not.
- Remove the check for visibility during input handling as it should never fail; instead using now an ERR_FAIL_COND() just in case since we have been checking for that so far.
- Fix cast to wrong InputEventScreenTouch when it should be InputEventScreenDrag.
- Replaced use of references by plain pointers for a more readable code and maybe a little performance gain.
2017-06-14 17:19:58 +02:00
Poommetee Ketson
6c44fff508
Refactor layer_mask to collision_layer
2017-06-14 10:58:34 +07:00
Marc Gilleron
0fd5ab479c
Fixed broken Line2D due to math changes in f271591ac2
2017-06-14 02:21:40 +02:00
Karroffel
23c5fa8687
renamed occurances of ColorRamp with Gradient
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ColorRamp got renamed to Gradient recently, reduz missed some occurances though.
2017-06-14 01:24:04 +02:00
Juan Linietsky
a8a1f2e2a8
-Fixed occluder rendering, closes #8560
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-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
alexholly
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
Andreas Haas
9bc5348961
InputEvent: Renamed "pos" property to "position"
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Make the naming consistent with other classes.
2017-06-03 11:26:39 +02:00
Juan Linietsky
bb20f230ad
-Added .hdr format support
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-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
Juan Linietsky
5b3709d309
Removal of InputEvent as built-in Variant type..
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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)
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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
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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
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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
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Allow zero preprocess time for Particles2D
2017-04-09 17:44:40 +02:00
Andreas Haas
6075dfe511
Particles2D: Fix flip property (again).
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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
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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
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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
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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
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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
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Fixes #7313
2017-04-04 18:32:27 +03:00
Rémi Verschelde
4d3ed11212
Merge pull request #8248 from Hinsbart/fix_notify_renames
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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
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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.
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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
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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
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From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Pedro J. Estébanez
a0ecbb5ac0
Fixes for TouchScreenButton
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- 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
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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
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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.
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- 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.
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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
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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
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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
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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
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(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
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(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
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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
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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
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Polyline
2017-02-12 23:30:04 +01:00
Rémi Verschelde
73cedc3901
Merge pull request #7775 from Hinsbart/particles_flip
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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
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Fix touch button issues
2017-02-12 23:12:18 +01:00
Pedro J. Estébanez
49e7e2cd2a
Solve TouchScreenButtons issues
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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
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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
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CollisionShape2D: Fix warning icon not updating.
2017-01-23 07:55:50 +01:00
Andreas Haas
16eee2f59b
CollisionShape2D: Fix warning icon not updating.
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`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.
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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
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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
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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
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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
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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
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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:
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-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:
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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
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-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.
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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
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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
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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
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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
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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.
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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
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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
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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..
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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
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-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
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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
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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
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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
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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
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- 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
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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
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Add new Camera2D alignment functions
2016-07-10 12:39:50 -03:00
Rémi Verschelde
f40f360a2c
Remove unused variables (fourth pass) + dead code
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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
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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
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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
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TextureRegion improvements
2016-06-26 09:43:45 +02:00
Rémi Verschelde
22c9a44174
Merge pull request #5391 from RandomShaper/parallax-layer-fix-tidy
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Improve parallax mirroring algorithm
2016-06-24 21:26:54 +02:00
Pedro J. Estébanez
fbddc0b747
Improve parallax mirroring algorithm
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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()
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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
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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.
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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.
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-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
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Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a
Add missing license headers in our source files ( #5255 )
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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
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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
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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
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Bug from c195c0d
.
2016-05-17 23:47:26 +02:00
Juan Linietsky
c195c0df6b
-Added configuration warning system for nodes
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-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
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it causes ``ERROR: Method already bound: SpriteFrames::add_frame``
2016-05-17 22:48:36 +09:00
Juan Linietsky
bed3efb17e
New reworked AnimatedSprite!
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-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
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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
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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
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Closes #4406
2016-04-23 15:27:32 +03:00
Josh Grams
f7d31cec38
RigidBody2D: add and bind get_inertia() method.
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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
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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
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Closes #1912
2016-04-19 21:35:02 +03:00
Bojidar Marinov
e7f66a88d6
Add preview of the Camera2D's screen boundaries
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Closes #3365
2016-04-19 16:07:06 +03:00
Rémi Verschelde
b9ac3df29b
Merge pull request #4259 from neikeq/pr-issue-4224
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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
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Closes #3911
2016-04-06 17:14:38 +03:00
Bojidar Marinov
2a581835ca
Fix issues with tilemap covering child nodes and old quadrants
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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
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-fixed bug in tilemap collision debug
2016-02-20 10:02:14 -03:00
Rémi Verschelde
281236280e
Fix NavigationPolygon references in _bind_method
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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
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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
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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
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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
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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
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-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
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-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
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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
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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
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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()
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(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
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Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky
d38fd747ab
Merge pull request #2672 from Brickcaster/patch-1
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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
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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
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- 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
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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
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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
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Add type mask customization to RayCast2D
2015-10-17 09:45:52 -03:00
Juan Linietsky
426909e26b
Merge pull request #2594 from Biliogadafr/PinSoftness
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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
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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
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SpriteRegionEditor
2015-09-28 09:32:42 -03:00
MarianoGNU
3e6aaec193
Add SpriteRegionEditor and update Polygon2DUVEditor
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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
Juan Linietsky
9e479065f5
new space shooter demo
...
ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
Juan Linietsky
143265d4cb
Merge pull request #1973 from Biliogadafr/ColorRamp
...
Replace color phases with color ramp for Particles2D. (need some review/guidance)
2015-06-07 00:26:35 -03:00
Juan Linietsky
5064cc5006
Merge pull request #1932 from Faless/gravity_distance_full
...
Calculate gravity based on distance from body to gravity point
2015-06-07 00:25:37 -03:00
Juan Linietsky
6974823288
Merge remote-tracking branch 'origin/master'
...
Conflicts:
tools/editor/io_plugins/editor_texture_import_plugin.cpp
2015-06-06 10:12:09 -03:00
Juan Linietsky
9acab32daa
new file dialog!
...
-ItemList control for easier lists/thumbnails
-New file dialog, with support for thumbnails, favorites, recent places,
etc
-Moved .fscache out of the project, no more bugs due to committed/pulled
.fscache!
-Dir dialog now sorts directories
2015-06-06 09:44:38 -03:00
Juan Linietsky
ab99671bb8
-fixes to navigation, so edge-merging is more flexible on conflict
...
-add tab support to richtextlabel
-some click fixes to audio stream resampled
-ability to import largetextures (dialog)
2015-06-01 19:42:34 -03:00
Biliogadafr
3f975965e9
Add get_color_at_offset(). Ensure correct points order.
2015-05-26 22:17:54 +03:00
Juan Linietsky
f36e7dcb40
improved animation editor
...
-same-value link keys
-new layout
-forward, backwards playback
-integrated curve/property editor
-auto increment sprite frame after insert
-copy & paste animation resoucres
2015-05-25 01:47:02 -03:00
Biliogadafr
df9d48d9b5
Replace color phases with color ramp for Particles2D.
2015-05-24 21:18:52 +03:00
Juan Linietsky
fec6aaffd8
more fixes
...
fix ctrl-a for some cases, mentioned in #1704
fix toggling visibility not updating, fixes #1923
2015-05-19 23:07:11 -03:00
Fabio Alessandrelli
590afbcac4
Calculate gravity based on distance from body to gravity point (2D)
2015-05-18 01:32:26 +00:00
Juan Linietsky
3936ed882c
-Added lookat/get_angle_to functions in 2D, and a demo, closes #1843
...
-Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
2015-05-12 08:17:09 -03:00
Juan Linietsky
421b4fec3e
-compatibility option for physicsbody layers, fixes #1842
2015-05-10 15:58:08 -03:00
ehriche
897a1aade5
optional formal changes
2015-05-06 01:22:31 +02:00
Juan Linietsky
e7aa37fe75
improved kinematic motion, improved demos for kinematic motion
2015-05-03 22:37:10 -03:00
Juan Linietsky
af06843982
-new collision layer & mask system for 2D, for more flexible collision masking
2015-05-03 16:47:21 -03:00
Juan Linietsky
2296b0508e
2D pathfinder fixes, should now always find the best path.
2015-05-02 16:35:43 -03:00
Juan Linietsky
1e422941c8
-Fixed android export options (screen sizes, orientation should work)
...
-added functions to get mouse position in CanvasItem
2015-05-01 21:13:20 -03:00
Juan Linietsky
21939ce08b
-some cleanups
...
-added tesselation function to curve and curve2d
2015-04-30 10:06:18 -03:00
Juan Linietsky
98c086edaf
-fix forced texture repeat in Polygon2D, now depends on texture.
...
-added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
2015-04-28 22:05:01 -03:00
Juan Linietsky
79d5b7f258
-fixed bodyenter/bodyexit callback of physics bodies, fixes #1739
2015-04-26 17:46:20 -03:00
Juan Linietsky
330351c613
properly update emitting property when emit timeot is used, fixes #1716
2015-04-25 10:36:37 -03:00
Juan Linietsky
7648088fca
ability to get closest owner to point, for navigation and navigation2d
2015-04-21 16:47:49 -03:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
...
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
28c4afeb57
-Rewritten KinematicBody2D::move to MUCH more efficient code.
...
-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649
-Removed object type masking for KinematicBody2D
-Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
2015-04-19 20:50:55 -03:00
Juan Linietsky
4661a6e126
-try to avoid errors when path using ".." is present in script include, fixes #1703
2015-04-18 16:17:33 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
be46be7801
-renamed function to get object from instance id
...
-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
Juan Linietsky
3fddc9e55a
fixed navigation tile issue, fixes #1581
2015-04-09 01:18:01 -03:00
Juan Linietsky
9fa1698c74
Changes to Light
...
-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky
1572238adb
merging okam changes
2015-04-02 07:22:17 -03:00
Juan Linietsky
7ad7f2f6a9
android fixes, please test
...
(can' t build android atm)
2015-03-23 11:31:23 -03:00
Juan Linietsky
92ab362afa
avoid function naming conflict on light scale
2015-03-22 10:39:32 -03:00
Juan Linietsky
a93e33f5c8
added spatial and node2d helper methods
...
to perform operations such as translaiton, rotation, etc directly on
nodes.
2015-03-22 10:33:58 -03:00
Juan Linietsky
c6c72a3c37
input events on Area2D is now supported
...
also added a demo showing how this works
2015-03-22 01:46:18 -03:00
Juan Linietsky
9dd0d8277d
add overlap test function, remove a semicolon
2015-03-18 21:03:11 -03:00
Juan Linietsky
4cac1e0cb6
add functions to test overlap with another body or area
2015-03-17 09:25:35 -03:00
Juan Linietsky
a969e2e6f1
Area2D can now detect overlap with other areas
...
this should make everything simpler, specially for newcomers to Godot
2015-03-17 00:45:25 -03:00
sanikoyes
7cdd3c86c4
Add missing particles_2d macro bind
2015-03-14 10:40:58 +08:00
marynate
86eedaec21
Fix compile error in back_buffer_copy.h
2015-03-12 14:23:36 +08:00
Juan Linietsky
650e13f3cd
back buffer copy node, to improve on texscreen()
...
back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Juan Linietsky
a6f96f46b7
small optimizations to isometric light demo
...
should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00
marynate
7957709cb1
Fix compie error in TileMap::_fix_cell_transform(...)
2015-03-09 16:28:08 +08:00
Juan Linietsky
09489e3a78
lot of work on 2D lighting and isometric maps
...
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Juan Linietsky
2c2894ceb6
Merge branch 'master' of https://github.com/okamstudio/godot
...
Conflicts:
modules/gdscript/gd_tokenizer.cpp
scene/resources/shader_graph.h
2015-03-03 14:41:36 -03:00
Juan Linietsky
4d2198110b
merges from okam repo
2015-03-03 14:39:13 -03:00
Juan Linietsky
a1f715a4da
support for 2D shadow casters
...
Added support for 2D shadow casters.
*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Juan Linietsky
1d7337ba10
Merge pull request #1369 from not-surt/tile_rotation
...
Tile Rotation
2015-02-21 15:37:02 -03:00
Juan Linietsky
cf75bf842d
-improved pathfinding accuracy
...
(i hope?)
2015-02-19 00:27:02 -03:00
Juan Linietsky
5ef3f7392f
support for light and normal mapping in 2D
2015-02-18 19:40:02 -03:00
reduz
2bea642583
-Some more work on 2D Lights (NOT FUNCTIONAL YET!)
2015-02-16 14:45:11 -03:00
Carl Olsson
196185d0be
Merge branch 'master' of https://github.com/okamstudio/godot
...
Conflicts:
scene/2d/tile_map.cpp
2015-02-15 18:21:35 +10:00
Juan Linietsky
2185c018f6
begin new serialization framework
...
also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Juan Linietsky
7ebb224ec1
Merge pull request #1362 from not-surt/tile_map_body_mode
...
Added body mode property for TileMap as kinematic body
2015-02-14 19:25:35 -03:00
Juan Linietsky
c5f509f238
New Navigation & Pathfinding support for 2D
...
-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
2015-02-14 12:10:15 -03:00
Carl Olsson
8bb1e19d73
Replace body_mode property with use_kinematic flag.
...
Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-14 06:43:50 +10:00
Carl Olsson
9d182e93a3
Added body mode property to TileMap to select between static and kinematic physics bodies. Kinematic allow use of TileMaps for moving platforms for example.
...
Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too.
And in order to fix the tileset I need to activate snapping for collision polygon vertices.
2015-02-13 20:49:21 +10:00
Carl Olsson
6a38ab1b43
Reorder tile transforms so transpose occurs before flips. Much more intuitive for flipping transposed tiles.
2015-02-13 10:56:53 +10:00
Carl Olsson
c613fb121b
Moved wrapper function to TileMapEditor.
2015-02-11 21:40:50 +10:00
Carl Olsson
573ae5dd92
Merge branch 'master' of https://github.com/okamstudio/godot
...
Conflicts:
demos/2d/polygon_path_finder_demo/.fscache
2015-02-11 21:15:49 +10:00
Carl Olsson
9171f71ff5
Revert variant arg length to 5 and add 5 arg wrapper function for TileMap set_cell.
2015-02-11 21:11:14 +10:00
Juan Linietsky
1d54c2dd1c
added missing set_shader_param functions
...
also added code completion hint for shader params
2015-02-11 06:51:20 -03:00
Carl Olsson
ee44664b2a
Merge branch 'master' of https://github.com/okamstudio/godot
2015-02-02 21:34:47 +10:00
Carl Olsson
c5bf43f6eb
Working TileMap tile transpose transform.
2015-02-02 21:27:48 +10:00
Juan Linietsky
11c1756257
Visual Shader Editing for 2D
...
Editing 2D shaders with visual editor seems to work now.
2015-01-20 20:36:25 -03:00
Carl Olsson
a8b318871c
Prep for tile transpose transform.
2015-01-19 23:07:25 +10:00
Juan Linietsky
9012cd408e
-Add support for one-way collision in 2D (only works for kinematic body so far)
...
-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13 21:19:11 -03:00
Juan Linietsky
2ef5a342e3
-begin work on unidirectional collision detection
...
-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
2015-01-13 10:49:26 -03:00
Juan Linietsky
30d3658110
-fixed issue with shader not being reset on layers, closes #1199
...
-ability for shader to use parent shader and params, closes #1198
2015-01-12 20:44:02 -03:00
Juan Linietsky
66afddb3e8
-Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
...
-fixed issue of opacity not working
2015-01-11 11:43:31 -03:00
Juan Linietsky
8997084831
2D Rewrite Step [1]
...
-=-=-=-=-=-=-=-=-=-
-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
2015-01-10 17:35:26 -03:00
Juan Linietsky
b51f645711
Changes to 2D physics engine
...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Removed "density" property
-Added instead more flexible "angular damp" and "linear damp"
-Added ability to override angular and linear damp in rigidbody
-Added gravity scale option rigidbody
Test well and iron out bugs, when it works the same will be moved to 3D
2015-01-05 18:37:12 -03:00
Juan Linietsky
ed8e70243f
-refresh play options in property when setting samplelibrary ( #1016 )
2015-01-02 14:32:05 -03:00
Juan Linietsky
a36a774897
Fixes
...
-=-=-=
-Added missing quaternion constructor
-code completion fixes
-winrt fixes
2014-12-20 15:30:06 -03:00
Juan Linietsky
efb257c675
missing fix in file
2014-12-07 02:31:43 -03:00
Juan Linietsky
c79be979d4
Batch of Bugfixes
...
-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914 , #859 , #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899 , but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
2014-12-07 02:04:20 -03:00
Juan Linietsky
d5cb758d36
NavMesh
...
-=-=-=-
-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
2014-11-17 07:46:11 -03:00
Juan Linietsky
abbea4d945
UDP Fixes
...
-=-=-=-=-
Curse the day I decided to port UDP code, as it ended up
being two nights of work. At least It's done now (I hope).
-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky
fc676fa6f8
missing files with fixes for shower of bullets
2014-11-06 11:02:40 -03:00
Juan Linietsky
0dbedd18fc
SceneMainLoop -> SceneTree
...
-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
d85b67be53
Bug Fixes
...
-=-=-=-=-
-Fixed problem with scaling shapes (#827 ), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806 )
-Fix Crash in CollisionPolygon2DEditor (#814 )
-Restored Ability to compile without 3D (#795 )
-Fix InterpolatedCamera (#803 )
-Fix UV Import for OBJ Meshes (#771 )
-Fixed issue with modifier gizmos (#794 )
-Fixed CapsuleShape gizmo handle (#50 )
-Fixed Import Button (not properly working in 3D) (#733 )
-Many misc fixes (though no new features)
2014-11-02 11:31:01 -03:00
Juan Linietsky
371eac9bef
-added custom metadata to physics shapes (2D only for now)
...
-gizmos are not displayed in camera preview
2014-10-16 00:06:34 -03:00
Juan Linietsky
a84ba9c853
Collada
...
-=-=-=-
-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
2014-10-14 01:01:25 -03:00
romulox_x
299bccdee9
offset particle drawing order so that recently emitted particles are always drawn on top of the older ones
2014-10-12 20:20:56 -07:00
romulox_x
5cb403747e
Modified sprite's draw notification call to use floats instead of integers so that the texture coordinates used to draw a frame from the sprite sheet don't have to snap to pixels
2014-10-09 19:34:27 -07:00
Juan Linietsky
af4a97bef9
missing fils from yesterday comit.
...
must have made some mistake with git,
not sure why they were not sent..
2014-10-03 08:58:41 -03:00
Juan Linietsky
b24fe3dd20
Huge Amount of BugFix
...
-=-=-=-=-=-=-=-=-=-=-
-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency
Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-
-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 00:10:51 -03:00
Juan Linietsky
048fdc8aea
-variables with export in script are now IMMEDIATELY AND ALWAYS visible in properties ( #718 )
...
-WorldEnvironment cleanup issues fixed (#563 )
-Text Editor improvement to shift-mouse selection (#648 )
-(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652 )
-Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense
-Added add_collision_exception() API in PhysicsBody (more accessible)
-ability to select and copy in the output messages panel
2014-09-22 00:50:48 -03:00
Juan Linietsky
11a5ed508b
Fixed too many little issues, check the issues closed today.
2014-09-21 01:43:42 -03:00
Juan Linietsky
549d344f0f
Fixing Issues...
...
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
2014-09-19 18:39:50 -03:00
Juan Linietsky
87af69b14d
Merge pull request #575 from marynate/PR-node2d-set-global-pos
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Add node2d::set_global_pos()
2014-09-17 10:44:37 -03:00
Juan Linietsky
f304c9f93a
Merge pull request #588 from marynate/PR-fix-touchscreenbutton-input
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Fixed touchscreen was processing input in editor
2014-09-17 10:40:50 -03:00
Juan Linietsky
f00f4b9296
CollisionPolygon (3D)
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Workaround for round() on PC.
2014-09-16 21:19:54 -03:00
Juan Linietsky
1a2cb755e2
3D Physics and Other Stuff
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-=-=-=-=-=-=-=-=-=-=-=-=-=
-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
2014-09-02 23:13:40 -03:00
Juan Linietsky
2ee4ac183b
Little Bits
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-=-=-=-=-=-
-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
2014-08-14 10:31:38 -03:00
marynate
568be61b09
Fixed potential crash when touchscreenbutton has no texture assigned
2014-07-13 10:09:47 +08:00
marynate
b1e03d536f
Fixed touchscreen was processing input in editor
2014-07-13 08:48:02 +08:00
Juan Linietsky
9ff6d55822
Polygon2D
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-=-=-=-=-
Another gift for those who make 2D games:
-Edit polygons, concave or convex, color them, texture them and uv-map them
-Corresponding editor
-Can have a custom pivot, so they are compatible with bones and IK
2014-07-07 17:44:21 -03:00
marynate
a62305e0e3
Add node2d::get_global_pos()
2014-07-07 19:08:26 +08:00
Juan Linietsky
3d68949a1c
2D Animation Improvements
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-=-=-=-=-=-=-=-=-=--=-=-=
-Ability to set 2D nodes as bones
-Abity to set 2D nodes as IK chains
-2D IK Solver
-Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
2014-07-06 11:49:27 -03:00
Juan Linietsky
01632a824e
Bug Fixes
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-=-=-=-=-
-Documentation now shows overridable theme values (though this needs to be documented).
-Detect when object transform is flipped and flip normals too.
-TileMap can specify bounce and friction for collision.
-Removed limit of 4 lights per object
-Added is_hovered() to buttons.
2014-06-29 22:41:02 -03:00
Juan Linietsky
2760a81b0b
-draw_primitive binding fix
2014-05-25 14:25:05 -03:00
Juan Linietsky
1cad087969
Making Godot Easier to Use..
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
marynate
fd13b25d6e
Fix potential null exception in screen button without texture assigned
2014-05-20 21:07:32 +08:00
Juan Linietsky
b324ff7ea5
A bit of everything:
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-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky
c688086be9
mini-fix
2014-05-04 23:09:45 -03:00
Juan Linietsky
a4c1fa12a5
heck
2014-04-19 16:46:52 -03:00
Juan Linietsky
0360b454a4
-Fixed viewport stretch bugs
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-Fixed input in viewport stretch bugs
-Fixed tilemap pixel overlap (really?)
2014-04-18 11:43:54 -03:00
Juan Linietsky
ec4ef2d2e7
-Added google play services (needed for some stuff)
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-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
2014-04-14 22:43:44 -03:00
Juan Linietsky
7ea3e8267a
-Fixed a few bugs in Viewport
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-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
2014-04-10 00:18:27 -03:00
Juan Linietsky
b4969373b3
-HttpClient: ’Content-Length’ is added to httprequest if not provided in the headers and a body exists
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-expressions in GDScript can take multiple lines if inside parenthesis (python-like)
-Added \ to force linebreaks to GDscript (python-like)
-added exclude objects from raycast
-fixed crashes
2014-04-05 18:50:09 -03:00
Juan Linietsky
9f33134c93
-Support for changing fonts
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-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
2014-04-05 12:39:30 -03:00
reduz
35b84d2c85
Merge pull request #203 from marynate/PR-fix-collisionshape2d-del-not-update
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Fixed #173 #157 Update parent when deleting CollisionShape2D
2014-04-05 09:55:21 -03:00
marynate
4676aac335
Fix #240 TouchScreenButton release signal is not valid
2014-04-02 15:48:02 +08:00
marynate
ad9bf69283
Fixed #173 #157 When CollisionShape2D deleted, parent CollisionObject should get updated as well
2014-03-15 14:03:51 +08:00
Juan Linietsky
31ce3c5fd0
-fix bug in cache for atlas import/export
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-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
Juan Linietsky
ed6d9463d2
-Added ATITC texture support
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-Fixed bug of some tabs showing wrong names
-Exported properties for viewport
2014-02-26 10:08:17 -03:00
Juan Linietsky
b2ce682f6e
-scripts are converted to bytecode on export
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-fix bug in doc where touchscreen events were not documented
2014-02-25 09:31:47 -03:00
Juan Linietsky
c45daa5604
ho
2014-02-23 09:22:21 -03:00
Juan Linietsky
7ca29bfaa7
-added kinematic body
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-added kinematic body demos
2014-02-22 20:28:19 -03:00
Juan Linietsky
d7d65fa2f2
-improved physics ccd
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-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
2014-02-19 11:57:14 -03:00
Juan Linietsky
b607687a31
Merge branch 'master' of https://github.com/okamstudio/godot
2014-02-13 18:06:53 -03:00
Juan Linietsky
58cda02a38
-fixed export templates not loading/exporting on Windows
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-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
2014-02-13 18:03:28 -03:00
rafalcieslak
0366d6cb83
Fixed accidentally broken identation
2014-02-10 14:00:26 +01:00
rafalcieslak
a29bfdf912
Implemented Camera2D.Rotating property
2014-02-10 13:55:12 +01:00
Juan Linietsky
0b806ee0fc
GODOT IS OPEN SOURCE
2014-02-09 22:10:30 -03:00