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* 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.
* Tweaks related to Camera2D drag marginsTomasz Chabora2019-08-061-5/+14
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* Camera2D's offset now ignores the limit propertyLikeLakers22019-07-051-17/+1
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* Cleanup some unecessary editor/ includes in scene/Rémi Verschelde2019-06-121-1/+2
| | | | Part of #29730, handles false positives.
* Small fixes to unrechable code, possibly overflows, using NULL pointersqarmin2019-06-031-3/+4
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* Add process_mode property to Camera2DTimo Schwarzer2019-01-061-7/+40
| | | | | This allows the user to choose if the camera should update in _process or _physics_process.
* Fix viewport not updating with make_current() for Camera2DBrody Eller2019-01-011-0/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-1/+1
| | | | -Removed one and zero hints for properties, replaced by default value
* fix enum cast warnings on clangkarroffel2018-10-041-4/+4
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* Fix Camera2D drag margin property is affected by zoom property #18912Anthony Rey2018-05-161-4/+4
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* Fix inverted RIGHT/LEFT TOP/BOTTOM Camera2D drag margin in runtime (editor ↵robfram2018-01-271-4/+4
| | | | works fine). Fix #16095.
* Bind many more properties to scriptsBojidar Marinov2018-01-121-0/+7
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Update Camera2D scroll using NOTIFICATION_INTERNAL_PROCESSBernhard Liebl2018-01-081-6/+6
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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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Overhauled the ParallaxBackground system so that it works properly ↵Sofox2017-10-261-1/+5
| | | | regardless of the zoom of the camera.
* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-1/+1
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* Renamed fixed_process to physics_processAndreaCatania2017-09-301-6/+6
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-1/+1
| | | | | | | | | | | | 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/
* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-2/+2
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-2/+2
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* | Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-7/+7
|\ \ | |/ |/| Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-7/+7
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* | Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-3/+3
|/ | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Added some editor enhancements to Camera2D. Added the option to draw ↵TwistedTwigleg2017-06-251-18/+114
| | | | Camera2Ds bounds and drag margins. Added options to toggle the drawing of Camera2Ds lines in the editor. When a Camera2D is marked as current, its lines become a little less transparent.
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-28/+28
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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 Verschelde2017-03-051-246/+206
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-40/+40
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-18/+18
| | | | This saves typing and is a step towards fixing #56
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-2/+2
| | | | added a check to detect this case in the future
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Renamed call_group to call_group_flags, made call_group without flags the ↵Juan Linietsky2017-01-141-3/+3
| | | | default
* Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-0/+1
| | | | NOTIFICATION_TRANSFORM_CHANGED
* Type renames:Juan Linietsky2017-01-111-8/+8
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-19/+20
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-40/+40
| | | | | | | | 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!
* Center camera2D with the proper viewport sizeJuan Linietsky2016-09-151-4/+7
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* Added a few functions to make 2D split screen easier.Juan Linietsky2016-09-141-10/+49
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* Add an option to smooth camera limits when camera smoothing is enabled.Timo Schwarzer2016-07-131-7/+43
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* Merge pull request #5490 from timoschwarzer/masterJuan Linietsky2016-07-101-0/+31
|\ | | | | Add new Camera2D alignment functions
| * Add align() to realign the Camera2D to its tracked nodeTimo Schwarzer2016-06-291-0/+24
| | | | | | | | align() will center the tracked Node if anchor mode is set to DRAG_CENTER, otherwise the camera is set to the Node's position
| * Add reset_smoothing() for immediately fixing the camera to the destination ↵Timo Schwarzer2016-06-291-0/+7
| | | | | | | | location
* | Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-1/+0
|/ | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.