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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.
* Remove unnecessary bounded_offset from PathFollow2DTomasz Chabora2019-11-301-9/+3
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* Improve the appearance of 2D path editorsHugo Locurcio2019-08-181-1/+1
| | | | | | | - Add new handle icons for path/polygon editors - Add smooth path point icons and curve tangent icons - Use a gray color for tangent lines in the Path2D and Path editors - Use antialiasing for Path2D lines
* Fix some issue with TileMap's and other nodes' boundariesBojidar Marinov2019-07-081-1/+1
| | | | | Fixes #30348 Addresses a small part of #30012
* Don't allow PathFollow offset outside boundsTomasz Chabora2019-05-251-4/+20
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* Replace a few #if/#elif with #ifdef and "#elif defined"Ignacio Etcheverry2019-04-051-1/+1
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* Do not crash on empty path, closes #23701Juan Linietsky2019-02-231-0/+3
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* Allow offset and unit_offset to be set higher than one loopTimo Schwarzer2019-01-031-2/+2
| | | | Fixes #24745
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* #24131: fix for PathFollow offset slider overlapping with the inspectorGleb Mineev2018-12-041-1/+1
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* Fix crash adding point to a Curve2D from the editorlupoDharkael2018-10-301-0/+4
| | | | | Adding point to a Path2D with null Curve2D from the canvas was causing a crash after trying to use a null object.
* 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.
* Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky2018-05-161-1/+1
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* Ability to change path color with self modulatevolzhs2018-04-171-1/+2
| | | | Fix #18164
* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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* defend Path2D against a null curveTodd Ross2018-01-221-1/+1
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* Bind many more properties to scriptsBojidar Marinov2018-01-121-59/+21
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* 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 #15093 from poke1024/canvas-editor-selectRémi Verschelde2018-01-031-1/+53
|\ | | | | More exact picking for canvas editor
| * More exact picking for canvas editorBernhard Liebl2017-12-271-1/+53
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Reworked PathFollow2D behaviour, based on such in version 2.1.Ibrahn Sahir2017-12-061-19/+56
| | | | | | | | | When rotation is enabled, the follower's rotation will be set to that of the tangent to the path at it's current offset. For closed looping paths the lookahead will now wrap around at the end of the path. fixes #13434
* Fix PathFollow2D motion.Ferenc Arn2017-11-301-11/+9
| | | | Fixes #13361.
* Use parallel transport in PathFollow2D.Ferenc Arn2017-11-191-25/+21
| | | | Fixes #12995.
* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | 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.
* Remove assignment and declarations in if statementsHein-Pieter van Braam2017-09-081-1/+2
| | | | | | After discussing with @reduz and @akien-mga it was decided that we do not allow assignments or declarations in if statements. This PR removes the instances of this I could find by automated means.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-8/+3
| | | | | | | | | | | | 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 editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-2/+4
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* Fixes method definitions with extra number of argumentsIgnacio Etcheverry2017-08-101-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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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 Verschelde2017-03-051-127/+103
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-17/+17
| | | | | | 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 Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-2/+2
| | | | | | -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 Linietsky2017-01-021-17/+17
| | | | | | | | 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!
* i18n: Proofreading of all stringsRémi Verschelde2016-05-211-1/+1
| | | | | | Done to ensure that no important identifiers are translatable, to fix compound strings using the new vformat() function, and some general English proofreading here and there.
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+13
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* make path update when curve changes, fixes #3144Juan Linietsky2016-01-101-0/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* add 2d paths and joints to collision/navigation debug, fixes #2439reduz2015-12-291-1/+5
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* -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky2015-11-191-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-4/+4
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* 2D Animation ImprovementsJuan Linietsky2014-07-061-1/+269
| | | | | | | | | -=-=-=-=-=-=-=-=-=--=-=-= -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)
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+92