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* Don't compile editor-only function when tools=noGilles Roudière2020-01-091-2/+5
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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.
* Merge pull request #32934 from ajweeks/fix-scale-originRémi Verschelde2019-10-301-0/+5
|\ | | | | Fix 2D scale gizmo placement
| * Fix canvas scale gizmo placementAJ Weeks2019-10-221-0/+5
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* | Merge pull request #32657 from ptrojahn/linesRémi Verschelde2019-10-261-6/+6
|\ \ | | | | | | Fix draw_rect
| * | Fix draw_rectPaul Trojahn2019-10-111-6/+6
| |/ | | | | | | | | | | | | | | | | OpenGL uses the diamond exit rule to rasterize lines. If we don't shift the points down and to the right by 0.5, the line can sometimes miss a pixel when it shouldn't. The final fragment of a line isn't drawn. By drawing the lines clockwise, we can avoid a missing pixel in the rectangle. See section 3.4.1 in the OpenGL 1.5 specification. Fixes #32279
* / Add arcs to indicate angle being measured by rulerAJ Weeks2019-10-191-0/+14
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* Changed some code found by Clang Tidy and Coverityqarmin2019-09-221-3/+1
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* Call some CanvasItem property setters only if neededHugo Locurcio2019-08-311-0/+9
| | | | | | | | The CanvasItem property setters `set_modulate`, `set_self_modulate` and `set_light_mask` have some side effects that don't need to be run if the value hasn't changed. This closes #31777.
* Remove ERR_EXPLAIN from scene/* codeTomasz Chabora2019-08-091-72/+18
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* Merge pull request #30451 from raphael10241024/fix_outlineRémi Verschelde2019-07-101-0/+3
|\ | | | | Fix DynamicFont outline does not draw using draw_char
| * Fix DynamaicFont outline does not draw using draw_charRaphaelHunter2019-07-091-0/+3
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* | Add `width` and `antialiased` parameters to CanvasItem `draw_rect()`Hugo Locurcio2019-07-091-6/+46
|/ | | | | This also removes some duplicated editor code which is now obsoleted by the new parameters in `draw_rect()`.
* fix some crashesFurkan Türkal2019-07-011-0/+1
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* Added ability for multiple images to be imported as an atlasJuan Linietsky2019-04-191-3/+3
| | | | | This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
* Fix canvas particle material for old GLSL versionsJFonS2019-02-111-12/+8
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* Fix particles animation on GLES2JFonS2019-02-061-1/+1
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* Ability to get the current canvas item being drawn from stylebox.Juan Linietsky2019-01-241-0/+7
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* Add some checks to avoid disaster when making a node the scene root. Fixes ↵Juan Linietsky2019-01-171-0/+1
| | | | #24484
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #23887 from ibrahn/dirty-material-list-lifetimeRémi Verschelde2018-12-111-5/+10
|\ | | | | Moved dirty material lists from static to lifetime controlled by main.
| * Moved dirty material lists from static to lifetime controlled by main.Ibrahn Sahir2018-11-211-5/+10
| | | | | | | | | | | | As with 7d82bed4f4cac8f5227d935c0496290e24eb48c8, The list is now destroyed before the OS object, so can print errors if there are unfreed materials.
* | Fixed CanvasItem.draw_multimesh() binding.MrCdK2018-12-051-1/+1
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* Avoid duplicate visility changed notification, fixes #18160Juan Linietsky2018-11-161-0/+3
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* Fix Particles2D animation regression from #23702JFonS2018-11-151-1/+3
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* Make 2D particles work OOTB (again)JFonS2018-11-131-2/+0
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* -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-7/+7
| | | | -Removed one and zero hints for properties, replaced by default value
* Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layersJuan Linietsky2018-11-071-0/+9
|\ | | | | Fix picking in CanvasLayer
| * Fix picking in CanvasLayerPedro J. Estébanez2018-08-251-0/+9
| | | | | | | | New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
* | Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS2018-11-041-1/+105
| | | | | | | | | | | | | | | | Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
* | Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+2
| | | | | | | | | | | | 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.
* | Add a function to force transform update, fixes #17628Juan Linietsky2018-09-061-0/+13
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* Optimize CanvasLayer::get_global_transform_with_canvasPedro J. Estébanez2018-08-211-16/+5
| | | | So it takes advantage of the `get_global_transform` cached data.
* Fix CanvasItem search for a CanvasLayerPedro J. Estébanez2018-07-181-0/+3
| | | | | | This fixes the situation where a `CanvasItem` descendant of a `Viewport` which in turn is a descendant of a `CanvasLayer` prefers the more outer `CanvasLayer` rather than the `Vierport`'s. Because of that, `CanvasItem`s inside a `Viewport` inside a `CanvasLayer` were being rendered to the main `Viewport` instead of the render target of the innermost one.
* Fixes the bad calculation of margin & anchors when child of Node2Dgroud2018-06-071-21/+0
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* Revert "Prevent visibility notification from being called twice in object ↵Rémi Verschelde2018-06-051-2/+1
| | | | creation"
* Revert "Revert "Prevent visibility notification been called twice in object ↵Rémi Verschelde2018-05-311-1/+2
| | | | | | | | | creation"" This reverts commit 4d277b96ad581358f63870ae051dc73b69c82cd7. Woops, this wasn't meant to be committed. I just reverted it locally to test something, nothing wrong with the original commit :)
* Revert "Prevent visibility notification been called twice in object creation"Rémi Verschelde2018-05-311-2/+1
| | | | This reverts commit d42b17607ef14aeb72036f8747eb4d5c64979872.
* Add no-blend canvas item render_modeBastiaan Olij2018-05-071-0/+2
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* Merge pull request #18172 from Chaosus/fix_notificationRémi Verschelde2018-04-181-1/+2
|\ | | | | Prevent visibility notification from being called twice in object creation
| * Prevent visibility notification been called twice in object creationChaosus2018-04-131-1/+2
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* | Merge pull request #17502 from groud/2Deditor_rectJuan Linietsky2018-04-131-1/+10
|\ \ | |/ |/| Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
| * Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-1/+10
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* | Removed strange custom world2d in CanvasLayer, been there since always and ↵Juan Linietsky2018-04-071-5/+3
| | | | | | | | | | | | not sure why. Fixes #17524, fixes #17523.
* | Document condition to avoid mistakes (like #17690)Juan Linietsky2018-04-071-0/+6
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* 2D Skeletons WORK IN PROGRESSJuan Linietsky2018-02-211-3/+3
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* Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky2018-02-211-1/+19
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* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Bind many more properties to scriptsBojidar Marinov2018-01-121-3/+3
| | | | | | | 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
* 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.