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0a4aedb360
godot
/
scene
/
resources
/
2d
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Rémi Verschelde
13a90e938f
Merge pull request
#70096
from rune-scape/stringname-dict
...
StringName Dictionary keys
2024-09-03 17:38:06 +02:00
..
skeleton
Reduce and prevent unnecessary random-access to `List`
2024-05-04 16:08:55 +02:00
SCsub
…
capsule_shape_2d.cpp
…
capsule_shape_2d.h
…
circle_shape_2d.cpp
…
circle_shape_2d.h
…
concave_polygon_shape_2d.cpp
…
concave_polygon_shape_2d.h
…
convex_polygon_shape_2d.cpp
…
convex_polygon_shape_2d.h
…
navigation_mesh_source_geometry_data_2d.cpp
Cleanup of raw `nullptr` checks with `Ref`
2024-08-31 15:01:09 +02:00
navigation_mesh_source_geometry_data_2d.h
Add bounds function to NavigationMeshSourceGeometryData
2024-08-19 00:12:37 +02:00
navigation_polygon.cpp
Merge pull request
#92560
from smix8/navmesh2d_bake_partition
2024-08-19 16:04:49 +02:00
navigation_polygon.h
Extract navigation-related defaults to separate header
2024-08-27 20:12:10 +02:00
polygon_path_finder.cpp
Use `Vector*` component-wise `min/max/clamp` functions where applicable
2024-03-20 13:47:42 +01:00
polygon_path_finder.h
…
rectangle_shape_2d.cpp
…
rectangle_shape_2d.h
…
segment_shape_2d.cpp
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segment_shape_2d.h
…
separation_ray_shape_2d.cpp
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separation_ray_shape_2d.h
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shape_2d.cpp
Make physics debug respect outline setting inside editor
2024-04-01 19:52:57 +02:00
shape_2d.h
…
tile_set.compat.inc
Implement multiple occlusion polygons within each TileSet occlusion layer
2024-09-03 15:38:51 +02:00
tile_set.cpp
Merge pull request
#70096
from rune-scape/stringname-dict
2024-09-03 17:38:06 +02:00
tile_set.h
Implement multiple occlusion polygons within each TileSet occlusion layer
2024-09-03 15:38:51 +02:00
world_boundary_shape_2d.cpp
Improve visualisation of worldboundary2d editor
2024-02-27 14:07:24 +01:00
world_boundary_shape_2d.h
…