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path: root/scene/2d/polygon_2d.cpp
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* Normalmapping and Specularmapping working in 2D engineJuan Linietsky2020-02-111-1/+56
| | | | Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
* Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky2020-02-111-2/+2
| | | | Removes antialiased flag for draw_* methods.
* A lot of progress with canvas rendering, still far from working.Juan Linietsky2020-02-111-5/+2
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* Texture refactorJuan Linietsky2020-02-111-5/+5
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Remove unused #if 0'ed codeRémi Verschelde2020-01-211-189/+0
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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.
* Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp2019-11-281-2/+2
| | | | | | | | | | Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
* Altered rotation_degrees rangeSoumya Lahiri2019-09-301-1/+1
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* Fix some issue with TileMap's and other nodes' boundariesBojidar Marinov2019-07-081-1/+1
| | | | | Fixes #30348 Addresses a small part of #30012
* Clean up and fix some situations where triangulation may fail, closes #26366Juan Linietsky2019-03-021-1/+3
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* Updat polygons when skeleton setup changes, fixes #25949Juan Linietsky2019-02-161-2/+26
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* Appease some CppCheck warns for files in the "scene" directoryMichael Alexsander Silva Dias2019-01-161-3/+0
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* Removed splits in Polygon editor, replace by internal vertices and polygon ↵Juan Linietsky2019-01-081-66/+248
| | | | support.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Ensure no crash happens when skeleton is removed, closes #20677Juan Linietsky2018-11-231-1/+1
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* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-3/+0
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* Lift 1440 limit in rotation_degrees hint rangeRémi Verschelde2018-08-161-1/+3
| | | | Fixes #15947.
* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-12/+12
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Changes to how node paths are selected from property, allowing setting a hint.Juan Linietsky2018-06-271-1/+1
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* Skeleton for 2D WIPJuan Linietsky2018-05-031-3/+83
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* WIP Polygon2D weight editingJuan Linietsky2018-05-021-0/+84
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+4
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* Add a split editor to polygon 2D UV editor, moving an inch closer to adding ↵Juan Linietsky2018-02-251-1/+90
| | | | support for in the future
* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-16/+26
| | | | | | | | | | - 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
* Bind many more properties to scriptsBojidar Marinov2018-01-121-1/+2
| | | | | | | 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/+6
|\ | | | | More exact picking for canvas editor
| * More exact picking for canvas editorBernhard Liebl2017-12-271-1/+6
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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 Roudiere2017-11-191-4/+4
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* Unify degree members and propertiesletheed2017-11-101-5/+5
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-3/+1
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* Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky2017-08-191-2/+18
| | | | something else..
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Add object type hint for docsPoommetee Ketson2017-07-231-2/+2
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-6/+6
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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 Verschelde2017-03-051-160/+140
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-24/+24
| | | | | | 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 Braam2017-02-131-11/+11
| | | | This saves typing and is a step towards fixing #56
* Type renames:Juan Linietsky2017-01-111-4/+4
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-10/+10
| | | | renamed to PoolVector
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-6/+10
| | | | | | -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 Linietsky2017-01-021-24/+24
| | | | | | | | 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.anneomcl2016-09-191-2/+2
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Polygon2D now exposes vertex colors.Ovnuniarchos2016-05-231-1/+26
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