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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.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixing warnings generated by MSVCDualtagh Murray2018-10-191-2/+0
| | | | Fixes #22684.
* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-2/+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 #15191 from Jerome67000/z_renamingRémi Verschelde2018-01-041-3/+3
|\ | | | | renames "z" Node2D property to "z_index"
| * #15078 renamed "z" -> "z_index" property in Node2DJerome670002018-01-031-3/+3
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* | 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 Roudiere2017-11-191-8/+10
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* Unify degree members and propertiesletheed2017-11-101-4/+4
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* Remove deprecated rotation methodsletheed2017-11-101-4/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* Merge pull request #10116 from neikeq/prop_method_ambiguitiesJuan Linietsky2017-08-051-1/+1
|\ | | | | Renames properties and methods to avoid ambiguities
| * Renames properties and methods to avoid ambiguitiesIgnacio Etcheverry2017-08-051-1/+1
| | | | | | | | | | - Method Node2D.scale(Vector2) renamed to Node2D.apply_scale(Vector2) - Property BaseButton.is_pressed renamed to BaseButton.pressed
* | Add .to_local/.to_global methods on Node2D and SpatialBojidar Marinov2017-07-231-0/+3
|/ | | | | Those are just helpers around get_global_transform().affine_inverse().xform() and get_global_transform().xform(). Closes #6087
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-20/+18
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Type renames:Juan Linietsky2017-01-111-5/+5
| | | | | | | | | | | | 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 Linietsky2017-01-041-12/+12
| | | | | | -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 Linietsky2017-01-021-1/+1
| | | | | | | | 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.anneomcl2016-09-191-3/+1
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* Add Node2D's set_global_rot get_global_rot set_global_rotd get_global_rotd ↵Emmanuel Leblond2016-08-151-0/+6
| | | | set_global_scale get_global_scale methods.
* Rotation APIs: Better exposure for degrees methodsRémi Verschelde2016-05-061-1/+4
| | | | | | | | 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
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* -renamed function get_relative_transform() to ↵reduz2015-12-281-1/+1
| | | | | | get_relative_transform_to_parent(), makes more sense -fixed newly introduced bug in onready keyword, fixes #3155
* -Added lookat/get_angle_to functions in 2D, and a demo, closes #1843Juan Linietsky2015-05-121-0/+3
| | | | -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
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* added spatial and node2d helper methodsJuan Linietsky2015-03-221-2/+6
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-141-0/+3
| | | | | | | -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 Linietsky2015-01-131-0/+3
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-0/+4
| | | | | | | | -=-=-=-=-=-=-=-=-=- -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!
* Add node2d::get_global_pos()marynate2014-07-071-0/+1
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* A bit of everything:Juan Linietsky2014-05-141-0/+4
| | | | | | | | | | | | | -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.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+89