Commit Graph

653 Commits

Author SHA1 Message Date
Wilhem Barbier a1d07fd6d6 Allow closing a script tab without saving 2017-01-15 00:35:52 +01:00
Rémi Verschelde fe8459ac3b Merge pull request #7515 from kbake/issue7433
Use Animation's Name as Filename When Saving
2017-01-15 00:29:04 +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
kbake a533402695 Will now try to use the existing animation's name for filename, defaults to previous value in case there's no name 2017-01-14 14:45:42 -05:00
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
Rémi Verschelde 7b9f2d9929 Finish renaming *Frame GUI classes to *Rect
ReferenceFrame had been overlooked, and the cpp files still used the old
names. Also ripgrep'ed it all to find some forgotten references.
2017-01-14 10:52:54 +01:00
Juan Linietsky d9d77291bc rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() 2017-01-14 00:51:09 -03:00
Juan Linietsky 6e88b1096a Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method naming 2017-01-13 20:00:43 -03:00
Juan Linietsky 00ec16e3f3 renamed tween animationplayer scale functions to speed_scale 2017-01-13 19:36:04 -03:00
Rémi Verschelde f19fd7a4c1 Reenable node name case setting + code cleanups
The method _generate_serial_child_name is indeed called relatively often
in editor mode, but that commented out code chunk hardly adds to its
slowness (and with the default setting, not at all).

Also did various related code cleanups and simplifications.
2017-01-13 22:38:43 +01:00
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 da477b76a9 some class renames
TextureFrame -> TextureRect
Patch9Frame -> NinePatchRect
ColorFrame -> ColorRect
2017-01-12 18:28:12 -03:00
Paulb23 e6a44fea05 Fix current script background color 2017-01-12 11:45:37 +00:00
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 6671670e81 Merge pull request #7445 from tagcup/2d_math_fixes
Various corrections in 2D math.
2017-01-10 22:25:45 -03:00
Juan Linietsky 0acd4fccd5 Merge pull request #7438 from tagcup/matrix3_rotate_fix
Fix the order in which additional transformations are applied
2017-01-10 22:22:56 -03:00
Ferenc Arn f271591ac2 Various corrections in 2D math.
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.

Affected code in the Godot code base is also fixed in this commit.

The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
Juan Linietsky 48097f6df3 Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a container! 2017-01-10 01:49:55 -03:00
Juan Linietsky a503f8aadc Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited!
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
2017-01-10 01:07:03 -03:00
Juan Linietsky e9bb65db81 -All types have editable script now in properties
-Changed clip to a property in Control which can be set by the user
2017-01-09 15:50:59 -03:00
Rémi Verschelde be13360f56 Merge pull request #7458 from bojidar-bg/right-click-menu
Fix #7455 - script text editor's right click menu being weird
2017-01-09 09:37:55 +01:00
Juan Linietsky 94ee7798ce -removed stop mouse and ignore mouse from control, which were confusing, replaced by mouse filter 2017-01-08 19:54:19 -03:00
Juan Linietsky 4fd464a4c5 Removed ratio anchoring (will have to fix multiple 3D views later..) 2017-01-08 19:12:24 -03:00
Juan Linietsky fa170cbc58 PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188 2017-01-08 18:18:54 -03:00
Juan Linietsky 920947f297 renamed _input_event for GUI events to _gui_input, so it's more differentiated than generalized _input 2017-01-08 16:28:12 -03:00
Ferenc Arn 6b1252cdfa Fix the order in which additional transformations are applied in Matrix3 and Transform.
This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too.

Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion.

Also replaced the few instances of float with real_t in Matrix3 and Transform.

Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition.

Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
2017-01-08 10:36:14 -06:00
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
Bojidar Marinov 91ea719c6e
Fix #7455 - script text editor's right click menu being weird 2017-01-07 13:54:10 +02:00
Juan Linietsky 99ceddd11e Editor settings categories are now tidy and beautiful! 2017-01-05 19:41:36 -03:00
Juan Linietsky 0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
Juan Linietsky 9e477babb3 -GDScript support for accessing properties directly
-Added code lookup and code completion support for properties too
2017-01-04 17:37:45 -03:00
Juan Linietsky 76c2e8583e Merge branch 'master' of https://github.com/godotengine/godot 2017-01-04 01:17:41 -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
Ferenc Arn bd7ba0b664 Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly.

This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
2017-01-03 17:41:04 -06:00
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 3fc4ee6243 Merge pull request #7401 from Zylann/bucket_fill_preview
Bucket fill preview
2017-01-02 14:47:08 +01:00
Juan Linietsky c2a217c350 WIP particle system
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
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
Marc Gilleron 39771f22b6 Added option to toggle bucket fill preview 2016-12-31 17:56:27 +01:00
Marc Gilleron 36d0281a2b Added bucket fill preview 2016-12-31 17:42:05 +01:00
Juan Linietsky 19ba45587c put some limits to max ubo sizes to avoid crashes 2016-12-23 01:05:21 -03:00
Juan Linietsky 4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
Andreas Haas c2040324be
TextureRegionEditor: Fix mouse wheel scroll speed.
Any given mouse wheel input will generate two InputEvents in godot.
The zoom methods here acted on both ones, effectively giving a step value of 4 instead of 2.
Fixes #7236
2016-12-03 21:38:49 +01:00
Pedro J. Estébanez 86789c7071 Add modulate (color) to TileSet tiles 2016-11-30 14:33:39 +01:00
Dmitry Kram d766738991 Fix snap mode selector sticking in texture region module
When changing snap mode in texture region plugin ticks was not updating. Issue fixed changing order of setting checked status and setting snap mode.
2016-11-27 02:56:42 +02:00
Juan Linietsky a732708b9d Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00