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* Don't compile editor-only function when tools=noGilles Roudière2020-01-091-5/+7
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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 a bug within sprite.cpp that caused nan values to appear when a ↵Tyler Greenwood2019-12-161-0/+3
| | | | texture had zero area
* Auto-increment frame_coords when keyingTomasz Chabora2019-10-221-0/+4
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* Fixes Sprite frame_coordsGilles Roudiere2019-10-131-2/+2
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* Merge pull request #32351 from nekomatata/texture-rect-size-updateRémi Verschelde2019-10-071-6/+6
|\ | | | | Update TextureRect when its Texture is modified directly
| * Update TextureRect and Sprite when their Texture is modified directly.PouleyKetchoupp2019-10-051-6/+6
| | | | | | | | | | | | Modified Sprite to use "changed" signal instead of _changed_callback to make it work when tool is disabled (change receptors are editor only). Fixes #32349
* | Added some obvious errors explanationsqarmin2019-09-251-2/+2
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* Add frame_cords accessors to Sprite and Sprite3Dgroud2019-07-271-0/+16
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* Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGERémi Verschelde2019-07-251-4/+3
| | | | | | | | | | | This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead.
* Some code changed with Clang-Tidyqarmin2019-06-261-4/+1
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* Fixes bad gizmo alignment for textures with odd sizeGilles Roudière2019-03-071-1/+1
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* -Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky2018-11-081-12/+12
| | | | -Removed one and zero hints for properties, replaced by default value
* 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.
* Added a function to cache texture opacity at a pixel, and modified editor to ↵Juan Linietsky2018-08-231-30/+8
| | | | | | use it. Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
* Fixes the bad calculation of margin & anchors when child of Node2Dgroud2018-06-071-4/+7
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* Merge pull request #16122 from ibrahn/sprite-region-with-framesJuan Linietsky2018-05-071-17/+17
|\ | | | | Allow use of frames in sprites with texture region enabled.
| * Allow use of frames in sprites with texture region enabled.Ibrahn Sahir2018-04-081-17/+17
| | | | | | | | | | If texture region is enabled on a sprite, Hframes and Vframes will now divide the selected region into frames.
* | Fix error spam with Sprite has compressed texturevolzhs2018-04-161-0/+3
| | | | | | | | Fix #18177
* | Fix index out of size error on Imagevolzhs2018-04-161-0/+21
| | | | | | | | Fix #18229
* | Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+8
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* Update Sprite when Texture changesShyRed2018-03-101-0/+22
| | | | Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
* Merge pull request #17341 from poke1024/fix16461Rémi Verschelde2018-03-081-1/+7
|\ | | | | Fix unselectable flipped sprites (fixes 16461)
| * Fix unselectable flipped sprites (fixes 16461)poke10242018-03-071-1/+7
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* | Merge pull request #17189 from CodeAndWeb/masterRémi Verschelde2018-03-081-1/+21
|\ \ | |/ |/| Fixes Selection of Sprites using AtlasTexture
| * Fix selection of Sprites using AtlasTexture in the editor.Andreas Loew2018-03-021-1/+21
| | | | | | | | Fixes #16261.
* | Fix uninitialized data in Sprite::_get_rects()Bernhard Liebl2018-03-041-2/+2
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* Merge pull request #16756 from willnationsdev/shifted-rect-spriteRémi Verschelde2018-02-211-1/+3
|\ | | | | Simplify detection of Sprite clicks
| * Expose Sprite._edit_get_rect for click rect accessWill Nations2018-02-191-1/+3
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* | 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-5/+15
|/ | | | | | | | | | - 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
* 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 Verschelde2018-01-031-32/+61
|\ | | | | More exact picking for canvas editor
| * More exact picking for canvas editorBernhard Liebl2017-12-271-32/+61
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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 Roudiere2017-11-191-226/+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 Braam2017-08-241-4/+4
| | | | | | | | | | | | 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 type information from method bindsIgnacio Etcheverry2017-08-101-4/+4
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* Properly update frame range after modifying the vframe/hframes, closes #7624Juan Linietsky2017-08-051-2/+2
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* Merge pull request #8209 from robertdhernandez/Texture-Region-Editor-SyncRémi Verschelde2017-08-011-0/+1
|\ | | | | Texture region now updates when changing an Atlas region rect
| * Texture region now updates when changing an AtlasRobert Hernandez2017-06-291-0/+1
| | | | | | | | | | | | | | | | | | - Removed atlas_changed signal for AtlasTexture - Changes are now handled by _notify_change - Removed unneccesary signal connections - Texture preview now updates in real-time Fixed TextureRegionEditor constantly regenerating
* | Sprite: fix disconnect nonexistent signalPoommetee Ketson2017-07-231-13/+0
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* Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky2017-06-251-0/+2
| | | | compatibility.
* Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-181-2/+20
| | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-1/+18
| | | | support in Sprite so far.
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-2/+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 Verschelde2017-03-051-102/+88
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-28/+28
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56