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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.
* Improve the node configuration warning displayHugo Locurcio2019-07-091-1/+1
| | | | | | | - Refer to properties explicitly when possible - When multiple warnings are returned, always separate them by one blank line to make them easier to distinguish - Improve grammar and formatting
* Tweak some editor property hints to be more flexible and consistentHugo Locurcio2019-06-161-1/+1
| | | | This partially addresses #19242.
* Light2D height range expanded to -2048 to 2048.Jared2019-04-051-1/+1
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* Do not restrict light texture type (wont work with atlas, though)Juan Linietsky2019-01-271-1/+1
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* Fixes to 2D lights, closes #24750Juan Linietsky2019-01-171-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* 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.
* Only allow StreamTexture, ImageTexture in Light2D, closes #15194Juan Linietsky2018-09-061-1/+1
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* Fixes the bad calculation of margin & anchors when child of Node2Dgroud2018-06-071-2/+10
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-17/+19
| | | | | | | | | | - The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
* 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!
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-4/+4
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* Fix enums bindingsMaxim Sheronov2017-09-131-0/+7
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* add shadow_filter variant PCF7letheed2017-09-011-1/+1
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* Merge pull request #10622 from letheed/patch-1Rémi Verschelde2017-08-281-1/+1
|\ | | | | Allow to disable shadow gradients in Light2D
| * Allow to disable shadow gradients in Light2D Letheed2017-08-241-1/+1
| | | | | | | | | | | | | | | | Currently the shadow gradient can't be disabled and always has a minimum value of 1. I'm not sure why though, the default value seems to be 0 and the rasterizer checks for 0 [here](https://github.com/godotengine/godot/blob/8fc6bb8f771c520c15320c3b4be561abc648d65d/drivers/gles3/rasterizer_canvas_gles3.cpp#L1284) before enabling it. Feels like a bug to me, but if there's a reason for that let me know. As a side effect, this edit effectively changes the default value from 1 to 0 for new projects.
* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-4/+4
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-4/+4
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* | Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-1/+3
|\ \ | |/ |/| Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+3
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* | Rename Light2D::scale to texture_scale, so it doesn't conflictBojidar Marinov2017-08-141-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Add object type hint for docsPoommetee Ketson2017-07-191-2/+2
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* -Fixed occluder rendering, closes #8560Juan Linietsky2017-06-131-0/+16
| | | | -Ability to smooth out 2D shadow filters
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-198/+165
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-20/+20
| | | | This saves typing and is a step towards fixing #56
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-0/+1
| | | | NOTIFICATION_TRANSFORM_CHANGED
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-2/+2
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* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-12/+15
| | | | | | -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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-21/+39
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-21/+39
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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!
* | Add editor_only param to Light2DPedro J. Estébanez2016-10-041-1/+33
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Clamped some light2D rangesDaniel J. Ramirez2016-05-231-3/+3
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* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+12
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Make both lights and occluders stop working if hidden, fixes #2437Juan Linietsky2016-01-011-1/+16
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* -New mask mode for lights, makes using masks MUCH easier.Juan Linietsky2015-12-081-1/+2
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* ability to change shadow color in light2dJuan Linietsky2015-06-241-0/+16
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* Changes to LightJuan Linietsky2015-04-031-9/+33
| | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
* avoid function naming conflict on light scaleJuan Linietsky2015-03-221-5/+5
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