Rémi Verschelde
0eab0d9343
Update copyright statements to 2019
...
Happy new year to the wonderful Godot community!
2019-01-03 11:41:35 +01:00
damarindra
9f9731da3a
fix crash autotile edit mode
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(cherry picked from commit cceb176be3
)
2018-02-19 22:30:13 +01:00
Poommetee Ketson
70be6848c2
Fix ObjectDB Instances still exist
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```
WARNING: cleanup: ObjectDB Instances still exist!
At: core/object.cpp:1989.
Leaked Instance: VSeparator:13837 - Node Name:
Leaked Instance: AutotileEditorHelper:13814
Orphan StringName: VSeparator
Orphan StringName: AutotileEditorHelper
StringName: 2 unclaimed string names at exit.
```
2018-01-22 11:46:05 +07:00
Mariano Suligoy
489eac3f13
TileSetEditorPlugin: take scale in accout when highlighting current selected subtile.
2018-01-17 21:07:43 -03:00
Gilles Roudiere
b06c6602c8
Changes the keep_margin parameter to true by default, so that people are not suprised that set_anchor changes the margins values
2018-01-15 10:37:13 +01:00
damarindra
bea40343ab
fix updating tileset list when assign texture and set autotile true
2018-01-11 05:50:36 +07:00
Rémi Verschelde
abcb87bc43
Merge pull request #15357 from damarindra/autotile-behaviour
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Fixing unconsistent behaviour on autotile editor
2018-01-07 16:00:00 +01:00
Poommetee Ketson
768fd83e61
Fix typo in new strings
2018-01-06 21:33:11 +07:00
damarindra
97b8be7261
Fixing weird behaviour on autotile editor
2018-01-05 17:53:30 +07:00
damarindra
0ae4ca7066
prevent autotile properties out of bounds
2018-01-05 15:28:36 +07:00
Rémi Verschelde
e4213e66b2
Add missing copyright headers and fix formatting
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
volzhs
1876999b3a
Fix get_edited_scene_root error at starting editor
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Fix #15300
2018-01-05 03:55:43 +09:00
Michael Alexsander Silva Dias
ca90c737b7
Fixed "Tile Set" button always showing bug introduced with #15309 .
2018-01-04 09:26:24 -02:00
Michael Alexsander Silva Dias
fb68ceebae
Fixed the "Tile Set" button being able to go out of bounds.
2018-01-03 21:56:57 -02:00
Rémi Verschelde
361ade53aa
Merge pull request #15185 from damarindra/master
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Improve : ease of use TileSet Editor
2018-01-03 12:06:21 +01:00
damarindra
9b04973568
Improve : ease of use TileSet Editor
2018-01-02 16:15:33 +07:00
Rémi Verschelde
b50a9114b1
Update copyright statements to 2018
...
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
damarindra
e850360948
Autotile Enhancement
2017-12-28 23:57:23 +07:00
geequlim
52ad2e5418
Add more translatable text for editor plugins.
2017-12-23 22:40:15 +08:00
George Marques
c8d416d152
Fix method not returning value in all paths (autotile editor)
2017-12-17 16:03:46 -02:00
Michael Alexsander Silva Dias
a933b927ca
Fixed Tileset editor button having the wrong text and not being translatable.
2017-12-12 17:06:44 -02:00
volzhs
81a79e0c0e
Fix get_edited_scene_root error at starting editor
2017-12-10 08:01:00 +09:00
Mariano Suligoy
af719a90a7
TileMap Fixes
2017-12-02 20:49:01 -03:00
Mariano Suligoy
bcfb0a09f8
Implement auto-tiling
2017-11-20 06:27:47 -03:00
Gilles Roudiere
05bb8e0c10
Remove set_area_as_parent_rect and replace it by set_anchors_and_margins_preset(PRESET_WIDE)
2017-09-22 11:39:44 +02:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Hein-Pieter van Braam
cacced7e50
Convert Object::cast_to() to the static version
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-24 23:08:24 +02:00
Gilles Roudiere
06256cd778
Some control fixes and removed useless lines
2017-08-19 19:10:00 +02:00
Wilson E. Alvarez
428f03cf06
Updated function argument names
2017-08-12 15:12:49 -04:00
Bojidar Marinov
4d2642b666
Readd tilemap's shape_transform and bugfixes
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This reverts commit a808f53020
.
2017-07-01 20:56:51 +03:00
Juan Linietsky
a808f53020
Revert "Fix Tileset/tilemap issues related to my adding of one-way collisions to them"
2017-07-01 13:02:04 -03:00
Bojidar Marinov
80356f925c
Fix #9409 , fixup #9370 ; tileset now has shape transform instead of offset
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Fix bad return type in CollisionObject2D, Shape -> Shape2D. Was causing unintended null when casting. (9409)
Fix a misplaced ++ operator. (9370)
Fix merging with exiting tileset duplicating shapes. (9370)
2017-06-30 19:01:20 +03:00
Rémi Verschelde
f2bc0cc966
Merge pull request #9370 from bojidar-bg/c-9318-oneway-tilemaps
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Add one-way collisions and individual shape offsets for tilesets
2017-06-26 22:47:26 +02:00
Rémi Verschelde
f7b77e5b76
Merge pull request #9318 from bojidar-bg/readd-normal-tilemap
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Add normal map to tilemaps and tilesets
2017-06-26 22:47:11 +02:00
Bojidar Marinov
207feb2f87
Add one-way collisions and individual shape offsets for tilesets
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As requested in #9318
Accidentially fixes #2231 as well
2017-06-25 21:47:30 +03:00
Juan Linietsky
6ba1e4677b
-Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap
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-Added ability to disable individual collisionshape/polygon
-Moved One Way Collision to shape, allowing more flexibility
-Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer.
-Modifying a CollisionPolygon2D on the fly now works, it can even be animated.
Will port this to 3D once well tested. Have fun!
2017-06-23 23:39:52 -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
Jon Ross
c97c733779
Fix #8819 . Adds _import_node() that, when used in conjunction with _import_scene, recurses through the scene tree and exports all available nodes.
2017-05-19 14:49:37 -07:00
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
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
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
49c065d29c
Refactoring: rename tools/editor/ to editor/
...
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00