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* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-11/+0
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* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-20/+20
| | | | | | | | | | | | | | | | | | | | | | | 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.
* Fix missing return on Navigation2D::get_closest_point_ownerMarcelo Fernandez2018-05-171-1/+1
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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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Renamed navmesh/poly_create to navmesh/poly_add since no navmesh is created.Nathan Warden2017-12-151-2/+2
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* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Merge pull request #10378 from RandomShaper/nav-keep-start-endRémi Verschelde2017-08-301-12/+14
|\ | | | | Guarantee start & end points are returned by Navigation2D
| * Guarantee start & end points are returned by Navigation2DPedro J. Estébanez2017-08-171-12/+14
| | | | | | | | | | | | So start and end points are unconditionally added to the returned point list, but first and last middle points are checked against them to avoid duplicates. `CMP_EPSILON` was already providing a guarantee, but knowing you will get exactly the endpoints you provided is even better.
* | Dead code tells no talesRémi Verschelde2017-08-271-59/+1
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* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fix double point in Navigation2DPedro J. Estébanez2017-08-161-1/+2
| | | | Fixes #10324.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-1/+1
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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 Verschelde2017-03-051-300/+256
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-6/+6
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | 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 Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-6/+6
| | | | | | | | 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!
* Remove unused variables (fourth pass) + dead codeRémi Verschelde2016-07-081-7/+0
| | | | Also fix a potential regression from 3fcb9b1ec179b99d979d4cfea9b5e3c80e4a3e33.
* 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.
* -leftover debug code was causing a crash in navigation 2d, removed it and ↵Juan Linietsky2016-01-221-0/+3
| | | | fixes #3374
* removed printsAriel Manzur2016-01-091-5/+7
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* -Ensure .tscn and .tres always save in a deterministic way, fixes #2495Juan Linietsky2015-12-311-5/+32
| | | | | | | -Scene edit state is saved outside the scene now, to avoid changes .tscn files when nothing really changed -Created a VariantWriter helper to unify all variant to text writing -Moved SceneFormatText writing to VariantWriter -Moved ConfigFile to use VariantWriter and VariantParser, added compatibility mode for old .cfg files that use engine.cfg format
* Fixed theora playback. Removed theoraplayer.Juan Linietsky2015-09-261-5/+1
| | | | Still need to get proper audio output latency in some platforms.
* -fixes to navigation, so edge-merging is more flexible on conflictJuan Linietsky2015-06-011-3/+26
| | | | | | -add tab support to richtextlabel -some click fixes to audio stream resampled -ability to import largetextures (dialog)
* 2D pathfinder fixes, should now always find the best path.Juan Linietsky2015-05-021-3/+35
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* -some cleanupsJuan Linietsky2015-04-301-3/+5
| | | | -added tesselation function to curve and curve2d
* ability to get closest owner to point, for navigation and navigation2dJuan Linietsky2015-04-211-0/+57
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* -improved pathfinding accuracyJuan Linietsky2015-02-191-1/+38
| | | | (i hope?)
* New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-141-0/+623
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)