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* Don't compile editor-only function when tools=noGilles Roudière2020-01-091-2/+4
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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.
* Update TextureRect and Sprite when their Texture is modified directly.PouleyKetchoupp2019-10-051-2/+2
| | | | | | 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
* Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin2019-08-071-1/+1
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* Add frame_cords accessors to Sprite and Sprite3Dgroud2019-07-271-0/+3
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Added a function to cache texture opacity at a pixel, and modified editor to ↵Juan Linietsky2018-08-231-0/+2
| | | | | | 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 Node2Dgroud2018-06-071-0/+1
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-1/+3
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* Update Sprite when Texture changesShyRed2018-03-101-0/+3
| | | | Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
* 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 Roudiere2018-02-161-0/+3
|/ | | | | | | | | | - 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 Verschelde2018-01-031-0/+3
|\ | | | | More exact picking for canvas editor
| * More exact picking for canvas editorBernhard Liebl2017-12-271-0/+3
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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 Roudiere2017-11-191-49/+4
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-181-0/+4
| | | | 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 Linietsky2017-06-171-0/+4
| | | | support in Sprite so far.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-11/+6
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* removed unnecesary modulate funtions, which were superseded by self_modulateJuan Linietsky2017-01-081-4/+0
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* 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 Verschelde2017-01-021-0/+2
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-0/+2
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | 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 the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422Juan Linietsky2016-07-061-0/+2
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* -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
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Fixed a few bugs in ViewportJuan Linietsky2014-04-101-0/+40
| | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+108