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path: root/editor/plugins/collision_polygon_editor_plugin.cpp
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* Rename more 2D and 3D nodes to follow conventionRémi Verschelde2020-03-271-608/+0
| | | | Rename editor plugins to match the new node names.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-10/+10
| | | | Fixes #30736.
* Popups are now windows also (broken!)Juan Linietsky2020-03-261-3/+3
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-2/+2
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-5/+3
| | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-3/+3
| | | | objects and made them default.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-2/+2
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Modernized default 3D material, fixes material bugs.Juan Linietsky2020-02-111-12/+12
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* Base 3D engine done, still untested, though.Juan Linietsky2020-02-111-3/+1
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* Changes to material required to add custom shaders in RD rendererJuan Linietsky2020-02-111-1/+0
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* Texture refactorJuan Linietsky2020-02-111-2/+2
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Implement snapping in the CSG gizmos and 3D polygon editorHugo Locurcio2019-07-021-2/+4
| | | | | The spatial editor snap settings will now affect the CSG gizmos and 3D polygon editor (which is used in CSGPolygon).
* Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixed an issue with the Path2D plugin editor not supporting the capability ↵Robert Morse2018-12-071-1/+1
| | | | to split curves as its toolbar buttons originally advertised.
* General enhancements to the Polygon2D, TextureRegion, and TileSet editorsMichael Alexsander Silva Dias2018-12-061-1/+1
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+3
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Fix how snapping is applied to 3D polygon editing, make it more friendly.Juan Linietsky2018-04-281-3/+21
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* CSG Support for Godot!Juan Linietsky2018-04-271-30/+39
| | | | | | | | -Missing Icons -Missing freezing option (for baking light and faster load) -Missing a way to export from Godot (GLTF2?) -Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs) Happy testing!
* Fix typos with codespellluz.paz2018-02-211-5/+5
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename Rect3 to AABB.Ferenc Arn2017-11-171-1/+1
| | | | Fixes #12973.
* AutoUse Pencil on Polygon creationScayze2017-08-301-0/+4
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* Dead code tells no talesRémi Verschelde2017-08-271-11/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add several missing Null checks in _notificationHein-Pieter van Braam2017-08-261-0/+3
| | | | This fixes #6118
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-2/+2
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-350/+288
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Some more typo fixes for "threshold"Rémi Verschelde2017-07-151-5/+5
| | | | Looks like @reduz really does not like that word.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-8/+8
| | | | this might cause bugs I haven't found yet..
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-10/+10
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+648
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.