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* Don't compile editor-only function when tools=noGilles Roudière2020-01-091-0/+2
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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.
* Removed unused variables, add some constants numbersRafał Mikrut2019-12-101-2/+2
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* Added release function to PoolVector::Access.Ibrahn Sahir2019-07-061-1/+1
| | | | | | For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
* TileSet/TileMap: Decompose solid non-convex polygons into convexes. Real fix ↵Mariano Suligoy2019-03-041-34/+1
| | | | for #24003
* -Re-added margins in one way collision (made in a more user friendly way ↵Juan Linietsky2019-01-181-0/+15
| | | | | | than in Godot 2.1), fixes #23860 -Fixed potential bug in OWC (i dont think anyone had it but..)
* 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 Linietsky2018-11-081-2/+2
| | | | -Removed one and zero hints for properties, replaced by default value
* fix enum cast warnings on clangkarroffel2018-10-041-1/+1
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | 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 Braam2018-07-261-2/+2
| | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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* Merge pull request #17114 from poke1024/fix15719Rémi Verschelde2018-03-131-1/+2
|\ | | | | Fix line thickness for CollisionPolygon2D.
| * Fix line thickness for CollisionPolygon2D.poke10242018-03-011-1/+2
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* | Update collision shapes data on tree enteredPedro J. Estébanez2018-01-111-4/+18
| | | | | | | | | | | | This is needed because the final startup values for shapes may change between parenting and entering the scene tree. For instance, if the collision shape belongs to a inherited scene. Fixes #13835.
* | 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 #15191 from Jerome67000/z_renamingRémi Verschelde2018-01-041-1/+1
|\ \ | | | | | | renames "z" Node2D property to "z_index"
| * | #15078 renamed "z" -> "z_index" property in Node2DJerome670002018-01-031-1/+1
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* | | Merge pull request #15093 from poke1024/canvas-editor-selectRémi Verschelde2018-01-031-0/+5
|\ \ \ | | | | | | | | More exact picking for canvas editor
| * | | More exact picking for canvas editorBernhard Liebl2017-12-271-0/+5
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* / / Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ / | | | | | | Happy new year to the wonderful Godot community!
* / Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-1/+1
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* Fix enums bindingsMaxim Sheronov2017-09-131-0/+3
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Dead code tells no talesRémi Verschelde2017-08-271-7/+0
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* 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 Braam2017-08-241-2/+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/
* Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-2/+3
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* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-103/+83
| | | | | | | | | | | could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-1/+1
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* Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde2017-04-281-1/+4
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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 Verschelde2017-03-051-108/+95
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-11/+11
| | | | | | 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 Braam2017-02-131-4/+4
| | | | This saves typing and is a step towards fixing #56
* CollisionShape2D: Fix warning icon not updating.Andreas Haas2017-01-221-0/+1
| | | | `CollisionPolygon2D` also had this problem.
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-3/+3
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-11/+11
| | | | | | | | 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!
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+14
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* It seems everyone misses the polygon decomposer output, fixes #3069Juan Linietsky2016-01-101-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Improved convex decomposer for CollisionPolygon2D, fixes #2336Juan Linietsky2015-12-311-3/+49
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-2/+2
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* -collision debug is shown above all else, fixes #2985Juan Linietsky2015-12-121-0/+6
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-18/+82
|\ | | | | | | | | | | | | -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
| * Ability to keep collisionshapes and collisionpolygons when running the game.reduz2015-09-151-15/+69
|/ | | | | | | | | | Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun!
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* android fixes, please testJuan Linietsky2015-03-231-0/+12
| | | | (can' t build android atm)
* FixesJuan Linietsky2014-12-201-1/+21
| | | | | | | | -=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes