summaryrefslogtreecommitdiffstats
path: root/scene/2d/node_2d.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes a double class registering errorGilles Roudiere2017-11-201-2/+0
|
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-39/+33
|
* Unify degree members and propertiesletheed2017-11-101-13/+13
|
* Remove deprecated rotation methodsletheed2017-11-101-18/+2
|
* Rename pos to position in user facing methods and variablesletheed2017-09-201-2/+2
| | | | | | | | | | | 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.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-1/+1
| | | | | | | | | | | | 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 type information from method bindsIgnacio Etcheverry2017-08-101-1/+1
|
* Merge pull request #10116 from neikeq/prop_method_ambiguitiesJuan Linietsky2017-08-051-2/+2
|\ | | | | Renames properties and methods to avoid ambiguities
| * Renames properties and methods to avoid ambiguitiesIgnacio Etcheverry2017-08-051-2/+2
| | | | | | | | | | - Method Node2D.scale(Vector2) renamed to Node2D.apply_scale(Vector2) - Property BaseButton.is_pressed renamed to BaseButton.pressed
* | Merge pull request #9791 from bojidar-bg/6087-add-global-local-convRémi Verschelde2017-07-241-0/+13
|\ \ | | | | | | Add .to_local/.to_global methods on Node2D and Spatial
| * | Add .to_local/.to_global methods on Node2D and SpatialBojidar Marinov2017-07-231-0/+13
| |/ | | | | | | | | Those are just helpers around get_global_transform().affine_inverse().xform() and get_global_transform().xform(). Closes #6087
* / Add object type hint for docsPoommetee Ketson2017-07-231-1/+1
|/
* Add object type hint for docsPoommetee Ketson2017-07-191-1/+1
|
* Fixed set_global_scale in Node2D.TwistedTwigleg2017-07-031-1/+1
|
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-3/+3
|
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* Fixed Node2D/Control not updating propertiesRobert Hernandez2017-04-011-9/+13
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-161/+128
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-44/+44
| | | | | | 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 Braam2017-02-131-13/+13
| | | | This saves typing and is a step towards fixing #56
* Type renames:Juan Linietsky2017-01-111-13/+13
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-46/+57
| | | | | | -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 Linietsky2017-01-021-44/+44
| | | | | | | | 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!
* Fix for #6158. Converting Vector2 to Size2 for scaling functions.anneomcl2016-09-191-1/+1
|
* Add Node2D's set_global_rot get_global_rot set_global_rotd get_global_rotd ↵Emmanuel Leblond2016-08-151-0/+53
| | | | set_global_scale get_global_scale methods.
* Rotation APIs: Better exposure for degrees methodsRémi Verschelde2016-05-061-16/+32
| | | | | | | | Made public the various set/getters for rotations in degrees. For consistency, renamed the exposed method names to remove the leading underscore, and kept the old names with a deprecation warning. Fixes #4511.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -renamed function get_relative_transform() to ↵reduz2015-12-281-3/+4
| | | | | | get_relative_transform_to_parent(), makes more sense -fixed newly introduced bug in onready keyword, fixes #3155
* 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).
* -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky2015-11-191-1/+1
|
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-5/+5
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.
* -Added lookat/get_angle_to functions in 2D, and a demo, closes #1843Juan Linietsky2015-05-121-0/+14
| | | | -Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* added spatial and node2d helper methodsJuan Linietsky2015-03-221-15/+34
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-141-0/+14
| | | | | | | -Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-5/+23
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-1/+21
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-2/+2
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* Add node2d::get_global_pos()marynate2014-07-071-0/+13
|
* 2D Animation ImprovementsJuan Linietsky2014-07-061-3/+3
| | | | | | | | | -=-=-=-=-=-=-=-=-=--=-=-= -Ability to set 2D nodes as bones -Abity to set 2D nodes as IK chains -2D IK Solver -Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
* A bit of everything:Juan Linietsky2014-05-141-0/+28
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -Added ATITC texture supportJuan Linietsky2014-02-261-0/+4
| | | | | -Fixed bug of some tabs showing wrong names -Exported properties for viewport
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+291