.. |
SCsub
|
style: Fix PEP8 whitespace issues in Python files
|
2016-11-01 00:35:16 +01:00 |
animated_sprite.cpp
|
Added normalmap support to stylebox and animated sprite.
|
2017-06-18 00:03:28 -03:00 |
animated_sprite.h
|
Added normalmap support to stylebox and animated sprite.
|
2017-06-18 00:03:28 -03:00 |
area_2d.cpp
|
-Added AudioStreamPlayer2D, for 2D positional sound
|
2017-06-18 21:07:32 -03:00 |
area_2d.h
|
-Added AudioStreamPlayer2D, for 2D positional sound
|
2017-06-18 21:07:32 -03:00 |
audio_stream_player_2d.cpp
|
-Added AudioStreamPlayer2D, for 2D positional sound
|
2017-06-18 21:07:32 -03:00 |
audio_stream_player_2d.h
|
-Added AudioStreamPlayer2D, for 2D positional sound
|
2017-06-18 21:07:32 -03:00 |
back_buffer_copy.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
back_buffer_copy.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
camera_2d.cpp
|
renamed all Rect2.pos to Rect2.position
|
2017-06-04 02:09:17 +02:00 |
camera_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
canvas_item.cpp
|
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
|
2017-06-18 22:55:02 -03:00 |
canvas_item.h
|
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
|
2017-06-18 22:55:02 -03:00 |
canvas_modulate.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
canvas_modulate.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
collision_object_2d.cpp
|
Removal of InputEvent as built-in Variant type..
|
2017-05-20 17:05:38 -03:00 |
collision_object_2d.h
|
Removal of InputEvent as built-in Variant type..
|
2017-05-20 17:05:38 -03:00 |
collision_polygon_2d.cpp
|
renamed all Rect2.pos to Rect2.position
|
2017-06-04 02:09:17 +02:00 |
collision_polygon_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
collision_shape_2d.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
collision_shape_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
joints_2d.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
joints_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
light_2d.cpp
|
-Fixed occluder rendering, closes #8560
|
2017-06-13 01:23:04 -03:00 |
light_2d.h
|
-Fixed occluder rendering, closes #8560
|
2017-06-13 01:23:04 -03:00 |
light_occluder_2d.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
light_occluder_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
line_2d.cpp
|
renamed occurances of ColorRamp with Gradient
|
2017-06-14 01:24:04 +02:00 |
line_2d.h
|
-Added .hdr format support
|
2017-05-28 21:48:05 -03:00 |
line_builder.cpp
|
Fixed broken Line2D due to math changes in f271591ac2
|
2017-06-14 02:21:40 +02:00 |
line_builder.h
|
-Added .hdr format support
|
2017-05-28 21:48:05 -03:00 |
navigation2d.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
navigation2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
navigation_polygon.cpp
|
Move core thirdparty files to thirdparty/{minizip,misc}
|
2017-04-28 21:19:23 +02:00 |
navigation_polygon.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
node_2d.cpp
|
renamed all Rect2.pos to Rect2.position
|
2017-06-04 02:09:17 +02:00 |
node_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
parallax_background.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
parallax_background.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
parallax_layer.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
parallax_layer.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
particles_2d.cpp
|
renamed occurances of ColorRamp with Gradient
|
2017-06-14 01:24:04 +02:00 |
particles_2d.h
|
renamed occurances of ColorRamp with Gradient
|
2017-06-14 01:24:04 +02:00 |
path_2d.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
path_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
path_texture.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
path_texture.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
physics_body_2d.cpp
|
Refactor layer_mask to collision_layer
|
2017-06-14 10:58:34 +07:00 |
physics_body_2d.h
|
Refactor layer_mask to collision_layer
|
2017-06-14 10:58:34 +07:00 |
polygon_2d.cpp
|
renamed all Rect2.pos to Rect2.position
|
2017-06-04 02:09:17 +02:00 |
polygon_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
position_2d.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
position_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
ray_cast_2d.cpp
|
Refactor layer_mask to collision_layer
|
2017-06-14 10:58:34 +07:00 |
ray_cast_2d.h
|
Refactor layer_mask to collision_layer
|
2017-06-14 10:58:34 +07:00 |
remote_transform_2d.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
remote_transform_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
screen_button.cpp
|
Fix/improve TouchScreenButton
|
2017-06-14 17:19:58 +02:00 |
screen_button.h
|
Fix/improve TouchScreenButton
|
2017-06-14 17:19:58 +02:00 |
sprite.cpp
|
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
|
2017-06-18 22:55:02 -03:00 |
sprite.h
|
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
|
2017-06-18 22:55:02 -03:00 |
tile_map.cpp
|
Refactor layer_mask to collision_layer
|
2017-06-14 10:58:34 +07:00 |
tile_map.h
|
Merge pull request #8271 from MattUV/master
|
2017-04-09 23:37:56 +02:00 |
visibility_notifier_2d.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
visibility_notifier_2d.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
y_sort.cpp
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |
y_sort.h
|
Add "Godot Engine contributors" copyright line
|
2017-04-08 00:11:42 +02:00 |