summaryrefslogtreecommitdiffstats
path: root/scene/2d/cpu_particles_2d.h
Commit message (Collapse)AuthorAgeFilesLines
* Revert "Update Node::get_configuration_warnings signature"Rémi Verschelde2024-02-171-1/+1
| | | | This reverts commit d3852deaa450d77edb30df2bb1c77bd7bc45befc.
* Update Node::get_configuration_warnings signatureRedMser2024-02-081-1/+1
|
* Add `finished` signal to CPUParticlesHolonProduction2023-07-121-1/+1
|
* 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".
* Merge pull request #66720 from qarmin/unintialized_memoryRémi Verschelde2022-10-051-2/+2
|\ | | | | | | Remove usage of unitialized variables
| * Remove usage of unitialized variablesRafał Mikrut2022-10-011-2/+2
| |
* | Change return type of `get_configuration_warnings` to `PackedStringArray`Marc Gilleron2022-09-191-1/+1
|/
* Rename `CanvasItem.update()` to `queue_redraw()`Micky2022-08-291-2/+2
| | | | | | | | | | Affects a lot of classes. Very thoroughly checked signal connections and deferred calls to this method, add_do_method/add_undo_method calls, and so on. Also renames the internal `_update_callback()` to `_redraw_callback()` for consistency. Just a few comments have also been changed to say "redraw". In CPUParticles2D, there was a private variable with the same name. It has been renamed to `do_redraw`.
* Make `_validate_property` a multilevel methodYuri Sizov2022-08-221-1/+1
|
* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-1/+1
| | | | | | | | | | | Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
* Merge pull request #55399 from RPicster/particlesmaterial-sphere-emittershapeRémi Verschelde2022-03-181-0/+1
|\ | | | | ParticleMaterial: Sphere emission shape emitting from the volume.
| * Fixed sphere emission shape to emit particles in a spheres volume and added ↵Raffaele Picca2021-12-061-0/+1
| | | | | | | | "Sphere Surface" to keep the old behaviour.
* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | | | | | Happy new year to the wonderful Godot community!
* | Random initial color parameter for ParticleMaterialRaffaele Picca2021-12-031-0/+5
|/ | | | Works with 2D and 3D GPU Particles
* Remove unimplemented methodsMarcel Admiraal2021-10-211-7/+0
|
* moved particle parameters to minmax and split scale axisQbieShay2021-08-221-6/+16
| | | | | | | This commit adds quite a chunk of modifications to particles - particle (value + randomness) now use min and max instead - passing a curveXYZtexture is now possible and will scale particles per-axis - CPUParticle3D have an optional parameter to split the scale curve per-axis
* Fix some unnecessary includesAaron Franke2021-08-131-2/+0
|
* Some work on double supportAaron Franke2021-08-091-1/+1
|
* Use doubles for time in many other placesAaron Franke2021-08-091-18/+18
|
* Increase the default 2D gravity to 980.0Hugo Locurcio2021-05-051-1/+1
| | | | | | This makes 2D RigidBody physics feel less floaty out of the box. This closes https://github.com/godotengine/godot-proposals/issues/98.
* Use Array for node configuration warningsNathan Franke2021-04-111-1/+1
| | | | Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
* Use real_t in non-physics 2D nodesAaron Franke2021-03-191-27/+27
|
* Initialize class variables with default values in scene/ [1/2]Rafał Mikrut2021-02-071-35/+35
|
* 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 🎆
* Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags"Aaron Franke2020-12-041-9/+9
| | | "Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
* Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-1/+0
|
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Refactored 2D shader and lighting systemreduz2020-10-241-4/+0
| | | | | | | | | | -Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
* Add override keywords.Marcel Admiraal2020-07-101-2/+2
|
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+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.
* Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez2020-02-261-1/+1
| | | | | | | | | | | | | | | | Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-12/+12
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Texture refactorJuan Linietsky2020-02-111-6/+6
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Merge pull request #32496 from bitstopper/masterRémi Verschelde2020-02-071-0/+2
|\ | | | | Fixes broken CPUParticles2D AtlasTextures usage
| * Fixes broken CPUParticles2D AtlasTextures usagebitstopper2019-10-071-0/+2
| |
* | doc: Misc updates for AnimationNode* and othersRémi Verschelde2020-01-231-4/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | - Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
* | Validate input in (CPU)Particles set_emission_shape()Rémi Verschelde2020-01-161-0/+1
| | | | | | | | | | | | Fixes #29777. Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
* | 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.
* | Fixed delay when CPUParticles & CPUParticles2D start being emittedPouleyKetchoupp2019-10-201-0/+1
|/ | | | | | Particles were processed only on the next frame after the emission started, causing a one frame delay in rendering. Now the first process cycle is started during the same frame, which makes them consistent with Particles & Particles2D. Fixes #32890
* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-4/+0
|
* added individual particle random lifetimeclayjohn2019-07-141-0/+4
|
* Merge pull request #26613 from KoBeWi/direction_of_particlesRémi Verschelde2019-07-021-0/+4
|\ | | | | Add a Direction property to ParticlesMaterial
| * Add a Direction property to ParticlesMaterialTomasz Chabora2019-06-261-0/+4
| |
* | Some code changed with Clang-Tidyqarmin2019-06-261-1/+1
| |
* | change emit shape circle to sphere in CPUParticles2Dclayjohn2019-06-171-1/+1
| |
* | Merge pull request #29700 from clayjohn/cpuparticles_transform_bugRémi Verschelde2019-06-161-0/+2
|\ \ | | | | | | Fix CPU particles bug with local_coords and transform
| * | fix CPU particles bug with local_coords and transformclayjohn2019-06-141-0/+2
| | |
* | | Implement missing orbit velocity for CPUParticles and CPUParticles2DRémi Verschelde2019-06-131-0/+2
|/ / | | | | | | | | | | | | The relevant code was copied from (GPU) ParticlesMaterial but commented out initially, and never ported. Closes #29580.
* | Reversed operator in SortLifetime fixing #29440SamSindt2019-06-061-1/+1
| |
* | Prevent invisible/inactive cpupparticles2d to redrawDaeil Kim2019-03-081-0/+3
|/