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path: root/modules/gridmap/grid_map.h
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* Update GridMap to use Vector3i instead of three intsAaron Franke2020-07-021-5/+14
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-9/+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.
* Renaming of servers for coherency.Juan Linietsky2020-03-271-2/+2
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-5/+5
| | | | Fixes #30736.
* - Integrated NavigationServer and Navigation2DServer.Andrea Catania2020-02-101-1/+1
| | | | | | | - Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
* 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.
* Remove deprecated theme property from GridMapTomasz Chabora2019-11-271-5/+0
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename instances of the word "theme" to "mesh_library" in GridMap and ↵Michael Alexsander Silva Dias2018-08-221-1/+6
| | | | MeshLibrary editors
* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-1/+1
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* 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.
* Merge pull request #15120 from AndreaCatania/gridmRémi Verschelde2018-01-031-0/+16
|\ | | | | Added layer and mask in the gridmap node
| * Added layer and mask in the gridmap nodeAndreaCatania2017-12-281-0/+16
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Added baked light support for gridmaps.Juan Linietsky2017-12-181-1/+12
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* Made built-in identifiers properly constant in shaders. Fixes #14449, closes ↵Juan Linietsky2017-12-151-0/+5
| | | | #14629
* Adds world_to_map() and map_to_world() methods to GridMap.David Saltares2017-10-211-0/+5
| | | | | Closes #11856. Also fixes GridMap::set_cell_scale() not visually updating the grid meshes
* Add GridMap::get_used_cells. Fixes #11857.J08nY2017-10-051-0/+2
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* Setting visibility on GridMap now works. Closes #907.David Saltares2017-09-051-0/+1
| | | | | | | Basically, `GridMap` wasn't reacting to the `NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and walks over the set of `Octants` and all of their `MultiMeshInstances` to set their visibility on the `VisualServer`.
* Dead code tells no talesRémi Verschelde2017-08-271-3/+1
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* -Largely rewrote gridmap to simplify itJuan Linietsky2017-08-271-16/+19
| | | | | -Got editor working again -Added a current-floor marker on selection
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Massive clean up to gizmosJuan Linietsky2017-08-261-46/+2
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Updated function argument namesWilson E. Alvarez2017-08-121-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-49/+39
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-19/+3
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* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* manually fix indentAnarchid2016-04-201-1/+1
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* Implement GridMap support for navigation meshesAnarchid2016-04-201-7/+22
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+2
| | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Light Baker!Juan Linietsky2014-06-111-0/+13
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+271