Commit Graph

57 Commits

Author SHA1 Message Date
Rémi Verschelde e7328fe5a0 Fix return statement in CanvasItem::get_global_transform_with_canvas
Thanks to @susnux for the report and patch in #5446.
2017-05-12 19:54:54 +02:00
Rémi Verschelde e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
Rémi Verschelde d8223ffa75 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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
volzhs 580031e6f5 Able to change visibility when ancestor node is hidden
(cherry picked from commit 792ff11642)
2017-01-12 19:15:28 +01:00
Kyle Luce 605193b22f Conversion function for screen coords to local Canvas coords
- Useful if you need to Convert screen coords to the coordinate space of a
  CanvasItem, but don't have an associated InputEvent to use in
  #make_event_local.

For example, if you have a particular point on the screen you'd like to project
into World Space, for various reasons, you would use this function on the root
of the scene. This is analogous to ray casting from screen space in 3D.
2016-07-10 16:06:57 -07:00
Juan Linietsky 47d6cc08bb Properly deliver localized coordinates when passing gui events through parents, closes #4215 2016-06-27 10:00:36 -03:00
Juan Linietsky 130b83bc52 Ability to set draw transform as a matrix, closes #5428 2016-06-26 13:01:17 -03:00
George Marques b06d235ce8
Rename CanvasItem.edit_get() to edit_get_state()
This makes more sense of what it does and correlates to edit_set_state()
2016-06-23 17:59:37 -03:00
Juan Linietsky fa0d1cd27c fix CanvasItem.get_global_transform() and CanvasItem.get_local_transform(), closes #4075 2016-06-20 21:19:12 -03:00
MarianoGNU 0f1a717c64 Remove unused connection. ShaderEditor should'nt handle ShaderGraphs.
Fixes #4678 && #4745
2016-06-20 00:50:33 -03:00
Juan Linietsky 4866713bc3 added a function CanvasItem.get_item_and_children_rect() , fixes #4738 2016-06-13 21:37:04 -03:00
Rémi Verschelde 0729c852b4 Fix indentation issues in last commits
Ping @reduz.
2016-06-07 07:39:40 +02:00
Juan Linietsky 2b9cab25c0 -Fix small bug regarding to canvas layer detection, closes #4381 2016-06-06 21:14:25 -03:00
Ignacio Etcheverry 1e752c0120 Fix wrong return and argument types in documentation 2016-05-04 15:35:09 +02:00
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Juan Linietsky 35a28f3442 -Take in consideration canvas layers for GUI input 2016-01-24 10:57:42 -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
Juan Linietsky d069c44a7f -Fix TouchScreenButton to work with stretch and viewport canvas transform, closes #2286 2016-01-02 11:23:30 -03:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
reduz 196b3e03fc Fix CanvasItem.draw_set_transform to act according to docs, fixes #2487 2015-12-29 18:27:20 -03:00
Rémi Verschelde d4993b74fc Add missing argument names in GDScript bindings
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Juan Linietsky 83e0e97214 -implement arrows on tabs, when too many tabs are present, fixes #2806 2015-12-14 10:24:28 -03:00
Rémi Verschelde 3b68f0d051 Merge pull request #2306 from dbsGen/patch-1
Fixed the mouse position for control when it is in a canvas_layer.
2015-12-10 17:06:27 +01:00
romulox_x 0b4830f3be Added set_hidden method to Spatial and CanvasItem 2015-11-26 13:44:06 -08:00
eska b9bb2ab9c0 Fix propagation of NOTIFICATION_VISIBILITY_CHANGED 2015-09-26 02:23:19 +02:00
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
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 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
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 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 fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -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 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 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 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 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 5ef3f7392f support for light and normal mapping in 2D 2015-02-18 19:40:02 -03:00
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
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
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 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 2760a81b0b -draw_primitive binding fix 2014-05-25 14:25:05 -03:00