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path: root/editor/plugins/collision_shape_2d_editor_plugin.cpp
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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Use Core/Scene stringnames consistentlykobewi2024-05-131-1/+0
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* Add shorthand for using singleton string nameskobewi2024-05-111-2/+2
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* Merge pull request #87161 from ryevdokimov/do-not-commitRémi Verschelde2024-03-081-1/+4
|\ | | | | | | Do not commit transforms and handles if no changes were made
| * Do not commit transforms and handles if no changes were madeRobert Yevdokimov2024-02-121-1/+4
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* | Move 2D-only resources to their own folderAaron Franke2024-02-261-8/+8
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* | Use check_changed_settings_in_group() everywherekobewi2024-02-191-1/+1
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* Add EditorStringNames singletonkobewi2023-09-031-1/+1
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* Allow setting negative WorldBoundaryShape2D.distance through the editorkleonc2023-06-141-1/+2
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* Merge pull request #76798 from KoBeWi/race_condition_except_there_is_no_threadRémi Verschelde2023-05-081-6/+6
|\ | | | | | | Fix another collision shape editor crash
| * Fix another collision shape editor crashkobewi2023-05-071-6/+6
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* | Adds a `scale_gizmo_handles` entry to the `Touchscreen` editor settingsFredia Huya-Kouadio2023-05-071-1/+12
|/ | | | | When enabled, this scales the editor icons to improve usability on touchscreen devices. In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
* Fix CollisionShape2D editor crashkobewi2023-04-281-10/+0
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* Improve reliability of 2D shape editor redrawingkobewi2023-04-271-70/+31
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* Merge pull request #71156 from ↵Rémi Verschelde2023-03-071-0/+6
|\ | | | | | | | | | | EricEzaM/71113-cancelling-node-selection-with-escape-breaks-shape-editing-undo Fix cancelling selection (pressing escape) while gizmo editing making uncommitted changes.
| * Fix cancelling selection (pressing escape) while gizmo editing making ↵Eric M2023-01-101-0/+6
| | | | | | | | | | | | uncommitted changes. * Pressing escape while gizmo editing will discard the changes made during that edit 'session'
* | Add EditorUndoRedoManager singletonkobewi2023-01-161-1/+1
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* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Cleanup remaining EditorUndoRedoManager usageskobewi2022-11-241-2/+1
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* Add per-scene UndoRedokobewi2022-08-221-0/+1
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* Remove most EditorNode constructor parameters and fieldstrollodel2022-02-141-8/+5
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* Merge pull request #57641 from Geometror/compilation-time-improvements-1Rémi Verschelde2022-02-121-0/+1
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| * Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-0/+1
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* | Hide CollisionShape2D handles when node is not visible in tree.Jean-Michel Bernard2022-02-111-0/+8
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use "enum class" for input enumsAaron Franke2021-11-121-3/+3
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* Rename WorldMarginShape to WorldBoundaryShapePouleyKetchoupp2021-09-141-19/+19
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* Rename RayShape to SeparationRayShapePouleyKetchoupp2021-08-241-11/+11
| | | | | Makes it clearer that it's used for special cases when picking a collision shape.
* Restore RayShape as a regular shape typePouleyKetchoupp2021-08-241-0/+41
| | | | | Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
* Fix capsule height/radius setters with linked propertiesPouleyKetchoupp2021-08-191-12/+7
| | | | | | | | | | | | | | | Capsule height and radius setters can modify each other, rather than using clamping, to avoid cases where values are not set correctly when loading a scene (depending on the order of properties). Inspector undo/redo: Added the possibility to link properties together in the editor, so they can be undone together, for cases where a property can modify another one. Gizmo undo/redo: Capsule handles pass both radius and height values so they can be undone together.
* Rename LineShape2D to WorldMarginShape2DHugo Locurcio2021-08-141-11/+11
| | | | | The new name makes it more obvious that it acts as an infinite plane, and is consistent with its 3D counterpart (WorldMarginShape3D).
* Make radius & height in CapsuleShape2D independentTomasz Chabora2021-08-111-3/+3
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* Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp2021-08-101-41/+0
| | | | | | | | | | | Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
* Merge pull request #37760 from KoBeWi/rect_edit_level_upRémi Verschelde2021-07-231-16/+41
|\ | | | | Allow for easier editing of rect CollisionShape2D
| * Allow for easier editing of rect CollisionShape2DTomasz Chabora2021-03-251-16/+41
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* | Optimize StringName usagereduz2021-07-181-1/+1
| | | | | | | | | | | | | | | | | | | | | | * 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.
* | Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-1/+1
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* Removed _change_notifyreduz2021-02-101-1/+1
| | | | | | -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.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Merge pull request #44183 from madmiraal/box_shape-sizeRémi Verschelde2020-12-281-8/+8
|\ | | | | Use a size Vector for adjusting the size of Rectangles and Boxes
| * Use rectangle size instead of extents for Shape dimensionsMarcel Admiraal2020-12-081-8/+8
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* | Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-0/+2
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* Provide warning when using polygon shapes in `CollisionShape2D` nodeAndrii Doroshenko (Xrayez)2020-07-031-0/+2
| | | | | | | | | | `ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be used directly in code and not in the editor for physics-based use cases specifically. Developers are advised to use `CollisionPolygon2D` instead, which does generate those shapes under the hood, handling polygon convexivity, proper orientation etc.
* Move `RayShape2D` implementation into its own translation unitAndrii Doroshenko (Xrayez)2020-06-011-0/+1
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-26/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Rename Lineshapes d to distanceMarcus Elg2020-05-091-6/+6
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* Replace NULL with nullptrlupoDharkael2020-04-021-5/+5
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* Properly handle node remove via undoTomasz Chabora2020-03-291-0/+21
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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-1/+1
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