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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.
* Removed unused variables, add some constants numbersRafał Mikrut2019-12-101-2/+2
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* Improve 2D RayCast and one-way collision drawingHugo Locurcio2019-07-121-6/+13
| | | | | | | | | | - Make RayCast2D gray when it's disabled - Make the one-way collision arrow use the inverted shape debugging color (will result in an orange color by default) - This makes it easier to distinguish it from RayCast2D arrows - Make lines slightly thinner - Make the RayCast2D arrow tip larger - Use anti-aliasing for the RayCast2D and one-way collision lines
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* 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.
* RayCast2D: Fix reporting old collider after collision endedRémi Verschelde2018-08-301-0/+2
| | | | | | | It now behaves the same as RayCast (3D). Fixed documentation accordingly and documented new configuration options. Supersedes and closes #20567.
* Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ↵Juan Linietsky2018-08-211-1/+33
| | | | ability to choose between bodies and areas when colliding.
* Use internal physics processing for Nodes' internal logicRémi Verschelde2018-04-111-5/+5
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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.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Change RayCast2D 'Exclude Parent' to include Area2DChris Bradfield2017-11-281-6/+6
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* Removed type_mask and fixed some variable nameAndreaCatania2017-11-211-16/+1
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* missing set/get_collision_mask_bit() for RayCastJakub Grzesik2017-10-231-0/+18
| | | | in the same fastion how it's implemented in Area or Bodies
* Rename RayCasts collision_layer to collision_maskPedro J. Estébanez2017-10-211-9/+9
| | | | | | | | The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`. Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property. Fixes #7589, where it's also discussed.
* Renamed fixed_process to physics_processAndreaCatania2017-09-301-5/+5
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-8/+8
| | | | | | | | | | | | 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 Etcheverry2017-08-191-4/+6
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* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-9/+9
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* RayCast2D: fix detached arrow tipPoommetee Ketson2017-05-081-4/+4
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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 Verschelde2017-03-051-95/+83
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-21/+21
| | | | | | 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 Braam2017-02-131-5/+5
| | | | This saves typing and is a step towards fixing #56
* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+1
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-21/+21
| | | | | | | | 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!
* Added force_raycast_update GDScript method for RayCast[2D]Karol Walasek2016-10-031-21/+27
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* More improvements to visual script..Juan Linietsky2016-08-311-0/+36
| | | | fixed a bug of not saving when sub-nodes changed.
* Fix RayCast not updating when debugging collissionsIgnacio Etcheverry2016-04-071-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky2015-11-191-1/+1
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* Add type mask property to RayCast2Deska2015-10-101-1/+16
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-4/+4
| | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-6/+6
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* A bit of everything:Juan Linietsky2014-05-141-1/+16
| | | | | | | | | | | | | -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.
* -HttpClient: ’Content-Length’ is added to httprequest if not provided in ↵Juan Linietsky2014-04-051-170/+214
| | | | | | | | | the headers and a body exists -expressions in GDScript can take multiple lines if inside parenthesis (python-like) -Added \ to force linebreaks to GDscript (python-like) -added exclude objects from raycast -fixed crashes
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+198