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* Don't compile editor-only function when tools=noGilles Roudière2020-01-091-0/+2
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* Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fixRémi Verschelde2020-01-031-1/+1
|\ | | | | Fixed antialiasing option for Polygon2D with concave/hollow shapes
| * Fixed antialiasing option for Polygon2DPouleyKetchoupp2020-01-011-1/+1
| | | | | | | | | | | | Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568
* | 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 antialiased option for Polygon2D / Line2DPouleyKetchoupp2019-11-281-2/+16
| | | | | | | | | | Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
* Merge pull request #28565 from CedNaru/CurvedWidthLine2DRémi Verschelde2019-07-011-35/+65
|\ | | | | Added a Width Curve to Line2D + UVs fix
| * Added a Width Curve to Line2D + UVs fixTristan Grespinet2019-06-191-35/+65
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* | Fix uninitialized variables in Line2D, JSONParseResult and TileMapRémi Verschelde2019-06-301-0/+1
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* | Some code changed with Clang-Tidyqarmin2019-06-261-2/+1
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* | Fix error macro calls not ending with semicolonRémi Verschelde2019-06-111-1/+1
| | | | | | | | | | | | | | It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
* | Fix 2D Line crashqarmin2019-06-061-0/+1
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* Add optional position argument for add_point in Line2DKanabenki2019-04-081-3/+7
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* Added method to clear all points in Line2DChaosus2019-03-191-0/+10
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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 Linietsky2018-11-081-6/+6
| | | | -Removed one and zero hints for properties, replaced by default value
* 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 Braam2018-07-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | 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.
* Line2D texture stretch modeJorn Van denbussche2018-07-161-1/+2
| | | | | Prototype for stretching the texture across the whole line. Fixed end cap tile mode.
* Skeleton for 2D WIPJuan Linietsky2018-05-031-1/+2
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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* Fix Line2D tile mode for non-square texturesMarc Gilleron2018-02-251-3/+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.
* Merge pull request #15093 from poke1024/canvas-editor-selectRémi Verschelde2018-01-031-0/+26
|\ | | | | More exact picking for canvas editor
| * More exact picking for canvas editorBernhard Liebl2017-12-271-0/+26
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+2
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-5/+5
| | | | | | | | | | | 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.
* Fix enums bindingsMaxim Sheronov2017-09-131-7/+8
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-8/+8
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-4/+4
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* Add object type hint for docsPoommetee Ketson2017-07-191-4/+4
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* Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky2017-06-251-0/+3
| | | | compatibility.
* renamed occurances of ColorRamp with GradientKarroffel2017-06-141-1/+1
| | | | ColorRamp got renamed to Gradient recently, reduz missed some occurances though.
* -Added .hdr format supportJuan Linietsky2017-05-281-2/+2
| | | | | | -Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-54/+51
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+29
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-28/+28
| | | | | | 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 Braam2017-02-131-11/+11
| | | | This saves typing and is a step towards fixing #56
* Added Line2D node that draws a polygon-based lineMarc Gilleron2017-01-151-0/+307
It supports unlimited width, color gradient, texture and some geometry options for joints and caps. Also transparency without artifacts (provided that line joints aren't too sharp).