Commit Graph

130 Commits

Author SHA1 Message Date
Gilles Roudière
c609d39214 Implement missing TileMap brushes for terrains 2021-10-29 19:46:42 +02:00
Gilles Roudière
756e76293f Implement runtime update of TileData object in TileMap 2021-10-27 18:32:52 +02:00
Gilles Roudière
d1aef45072 Allow updating TileMap cells using surrounding terrains 2021-10-21 16:57:28 +02:00
Gilles Roudière
1a95f893c4 Implement TileMap patterns palette 2021-10-19 11:57:37 +02:00
Gilles Roudière
3948f9cc83 Fixes crash in TileSetAtlasSource::get_tiles_to_be_removed_on_change 2021-10-14 16:49:59 +02:00
Gilles Roudière
b9151860f3 Prevent tiles outside atlas texture 2021-10-13 13:44:02 +02:00
Gilles Roudière
89a6c6cd84 Fixes set_source_id not updating the next automatic source id 2021-10-11 14:58:42 +02:00
Gilles Roudière
9c1b1e9a7e Set TileSet layout and half-offset as read-only when using square shape 2021-10-07 15:29:48 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Gilles Roudière
f2caab4691 Improve TileMap physics for moving platforms and conveyor belts like movements 2021-09-29 17:56:30 +02:00
Rémi Verschelde
ad635567b1
Merge pull request #53189 from AnilBK/use-class-specific-funcs 2021-09-29 07:40:52 +02:00
Anilforextra
fc9767abb1 Use functions defined in the their classes. 2021-09-29 09:36:34 +05:45
Gilles Roudière
27b9b3ef3c Various tiles-related fixes 2021-09-28 19:25:49 +02:00
Gilles Roudière
f9e6329496 Implement animated tiles 2021-09-23 17:24:37 +02:00
Gilles Roudière
73cc6f94bf Fix transform of TileMap nodes and tilemap selection 2021-09-14 12:18:36 +02:00
Gilles Roudière
0c85f3acc1 Tiles renames/bugfixing and documentation 2021-09-08 15:52:43 +02:00
Gilles Roudière
4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Rémi Verschelde
2db45b62c0
Merge pull request #51185 from timothyqiu/tile-data-enum-range
Validate TileData enum range before using it as index
2021-08-02 17:20:44 +02:00
Haoyu Qiu
091d802692 Validate TileData enum range before using it as index 2021-08-02 22:49:23 +08:00
Gilles Roudière
ad8b5cd5a4 Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead 2021-08-02 13:54:39 +02:00
Rémi Verschelde
ff0b5f8fa1
Merge pull request #50809 from akien-mga/iterators-const-references 2021-07-25 12:52:58 +02:00
Rémi Verschelde
ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
luz paz
3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Aaron Franke
4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Gilles Roudière
5d34a81e52 Implement atlas merging and tile proxies 2021-07-21 12:36:37 +02:00
Gilles Roudière
047e9b19f8 Import old tiles in SINGLE_TILE mode as atlases 2021-07-21 12:29:51 +02:00
reduz
6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00
George Marques
0525467fbc
Fix TileSet::CellNeighbor enum binding
Having the TileSet:: prefix has some unintended consequences in the
bindings, in particular in the extension API dump.
2021-07-06 11:07:58 -03:00
Gilles Roudière
30a615dd94 Implement painting properties over TileSets 2021-06-29 11:07:46 +02:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Lightning_A
b6af2a29eb Rename is_valid_integer() to is_valid_int()
Method from `String`
2021-06-16 10:32:22 -06:00
Haoyu Qiu
43f9253c53 Add range check for TileSet::CellNeighbor parameter 2021-06-13 13:30:27 +08:00
andriyDev
9f4bf5ec80 Deleted YSort, moved its functionality directly into Node2D.
YSort now has a compatibility alias to Node2D.
Updated TileMap to use the existing Node2D y_sort_enabled property instead
of its own property.
Updated Node2D doc to include the new y_sort_enabled member.
Updated TileMap doc to remove its mention of cell_y_sort.
Deleted YSort doc.
2021-06-05 00:55:25 -07:00
Rémi Verschelde
0286495f59
Merge pull request #49024 from groud/restore_tilemap_show_debug
Restore TileMap's debug collision shapes and add navigation.
2021-06-01 12:51:28 +02:00
Aaron Franke
dbb5c036c4
Disable loop with CompatibilityTileData when building with deprecated=no 2021-05-30 09:37:03 -04:00
Gilles Roudière
3b35733b4c Restore a way to show collsion/navigation on TileMap.
Also remove an unused function.
2021-05-25 11:51:15 +02:00
Hugo Locurcio
87f503310b
Tweak dozens of editor property hints for consistency
- Update Viewport MSAA property hints to match the currently
  exposed values.
- Add some performance hints to property hints.
2021-05-25 02:50:35 +02:00
Rémi Verschelde
3b3a55ca04
Merge pull request #48918 from groud/fix_tilemap_y_sort
Fixes TileSet Y-sort not working and TileSet not saving correctly
2021-05-22 00:26:36 +02:00
Gilles Roudière
7d80480b72 Fixes TileSet Y-sort not working and TileSet not saving correctly 2021-05-21 10:13:37 +02:00
Tomasz Chabora
b1859510ab Change behavior of String.right 2021-05-20 23:07:57 +02:00
Gilles Roudière
d8bb53cd21 Implement scenes tiles in TileMaps 2021-05-20 13:12:03 +02:00
Gilles Roudière
a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
reduz
1aa2823fa3 Removed _change_notify
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
reduz
84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String to use UTF-32 encoding on all platforms. 2020-09-03 19:56:24 +03:00
Andrii Doroshenko (Xrayez)
69d5de632e Split Geometry singleton into Geometry2D and Geometry3D
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27 14:28:34 +03:00
Rémi Verschelde
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00