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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.
* Made use of semicolons more consitent, fixed formattingJohnJLight2019-06-191-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS2018-11-041-8/+0
| | | | | | | | Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu.
* 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.
* Move ParticlesMaterial code to its own resource fileRémi Verschelde2018-09-041-4/+4
| | | | | | | | | It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense to have as a common resource. It also allowed to disable compilation of Particles (3D) when using 'disable_3d'. Also cleaned up includes in SpatialEditorGizmos and some other places, as well as dropped dead code in material_editor_plugin.cpp.
* Particles2D: fix editing Visibility Rect from inspectorNatrim2018-08-171-1/+1
| | | | + renamed generate_aabb to generate_visibility_rect to prevent future confusions
* 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!
* Set particles emitting to false when particles finish emitting with one-shot ↵MrCdK2017-12-231-1/+0
| | | | enabled
* 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.
* Ability to restart particle system with a function callJuan Linietsky2017-06-251-0/+4
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* 2D GPU Particles working..Juan Linietsky2017-06-211-192/+55
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* renamed occurances of ColorRamp with GradientKarroffel2017-06-141-3/+3
| | | | ColorRamp got renamed to Gradient recently, reduz missed some occurances though.
* -Added .hdr format supportJuan Linietsky2017-05-281-3/+3
| | | | | | -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 Verschelde2017-03-051-28/+26
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Use the common PRNG in 2D particles code.Ferenc Arn2017-02-271-1/+1
| | | | Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
* Merge pull request #7897 from RandomShaper/particles2d-process-modeRémi Verschelde2017-02-271-0/+11
|\ | | | | Add process mode option to Particles2D
| * Add process mode option to Particles2DPedro J. Estébanez2017-02-271-0/+11
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* | Add emission_finished signal to Particles2DBojidar Marinov2017-02-251-1/+0
|/ | | | | (Also remove some Particles2D::testee method, which was unused) Resolves #3963
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-3/+3
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-2/+2
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-1/+0
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * begin work on new particle systemreduz2016-12-301-1/+0
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* | 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!
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+2
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Added a reset() function to Particles2D, fixes #2472, fixes #2468reduz2015-12-291-0/+1
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* Replace color phases with color ramp for Particles2D.Biliogadafr2015-05-241-5/+10
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* NavMeshJuan Linietsky2014-11-171-1/+13
| | | | | | | | | -=-=-=- -Fixed NavMesh API -New NavMesh demo -Support for animated Particles2D -Fixes for native video playback on iOS
* Fixing Issues...Juan Linietsky2014-09-191-1/+2
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* -fixed export templates not loading/exporting on WindowsJuan Linietsky2014-02-131-0/+8
| | | | | | | | | | | | -fixed TouchScreenButton with stretch2d -fixed(?) OSX crash on startup (test!!) -compilation fixes on windows -CollisionPolygon editor works again -find buttons en find dialog -TileMap editor cleanup (removed "error", made nicer) -viewport flicker fixed -make .scn default extension for saving scenes -export the rest of the network classes to gdscript
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+231