summaryrefslogtreecommitdiffstats
path: root/scene/2d/node_2d.cpp
Commit message (Collapse)AuthorAgeFilesLines
...
* Altered rotation_degrees rangeSoumya Lahiri2019-09-301-1/+1
|
* Fix look_at with non uniform scalingPaul Trojahn2019-02-081-1/+1
| | | | | The angle function doesn't consider the scaling of the local coordinates, so it needs to be removed first. Fixes #23247
* 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
* Fixing warnings generated by MSVCDualtagh Murray2018-10-191-6/+0
| | | | Fixes #22684.
* 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.
* Lift 1440 limit in rotation_degrees hint rangeRémi Verschelde2018-08-161-1/+1
| | | | Fixes #15947.
* Further fixes to KinematicBody2D API, support for sync motion in moving objectsJuan Linietsky2018-07-171-1/+0
|
* Fix Node2D::global_scale's PropertyInfo typeRémi Verschelde2018-05-011-1/+1
| | | | Was missed in #18391.
* Fix Node2D::global_position to have Vector2 typeRuslan Mustakov2018-04-241-1/+1
|
* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-23/+27
|
* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-4/+5
| | | | | | | | | | - 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.
* Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde2018-01-041-11/+11
|\ | | | | renames "z" Node2D property to "z_index"
| * #15078 renamed "z" -> "z_index" property in Node2DJerome670002018-01-031-11/+11
| |
* | 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