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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #13991 from CyanBlob/masterRémi Verschelde2017-12-161-0/+1
|\ | | | | TileMap: Add update_bitmask_region(2), expose update_bitmask_area(1) …
| * TileMap: Add update_bitmask_region(2), expose update_bitmask_area(1) and ↵Andrew Thomas2017-12-161-0/+1
| | | | | | | | update_bitmask_region(2) to GDscript
* | TileMap: Drop unused center_x/center_y booleansRémi Verschelde2017-12-101-6/+0
| | | | | | | | | | | | Two years later they are still unused and we do not know their intend use case, so tschüss. Closes #2513.
* | Merge pull request #14454 from CyanBlob/TileMapRémi Verschelde2017-12-091-3/+3
|\ \ | | | | | | Convert tilemap format in get_tile_data()
| * | Convert tilemap format in get_tile_data()Andrew Thomas2017-12-091-3/+3
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* / Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-4/+4
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* TileMap FixesMariano Suligoy2017-12-021-2/+2
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* Implement auto-tilingMariano Suligoy2017-11-201-3/+26
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* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-1/+1
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* Disabled filter clip by default and made it optional, fixes #12368, likely ↵Juan Linietsky2017-11-101-0/+4
| | | | others too
* Merge pull request #10361 from RandomShaper/tilemap-global-mtlRémi Verschelde2017-08-301-0/+7
|\ | | | | Let TileMap apply its material
| * Let TileMap apply its materialPedro J. Estébanez2017-08-151-0/+7
| | | | | | | | | | | | | | | | So when a material is set, every tile will be rendered with that. Quadrants will not be recreated, so a `CanvasItem` will exist per material per quadrant regardless a global material is set. This makes also __Use parent material__ work for `TileMap`s. Closes #9996.
* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Added get_used_cells_by_id method 3.0Hassan A2017-08-021-0/+1
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* Merge pull request #8271 from MattUV/masterRémi Verschelde2017-04-091-0/+6
|\ | | | | Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
| * Add set/get_collision_layer/mask_bit() to TileMapsMattUV2017-04-061-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds: * set_collision_layer_bit() * set_collision_mask_bit() * get_collision_layer_bit() * get_collision_mask_bit() To comply with collision layers' renaming from https://github.com/godotengine/godot/issues/5696 , the method names are NOT set/get_layer_mask_bit()
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-52/+62
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add Rect2 TileMap::get_used_rect(), closes #4390Bojidar Marinov2017-02-201-2/+5
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* Type renames:Juan Linietsky2017-01-111-7/+7
| | | | | | | | | | | | 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 Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | 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 Verschelde2017-01-021-2/+0
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
* | 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!
* | TileMap now honors blending mode.Ovnuniarchos2016-11-241-0/+2
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* Added Tile Origin = Bottom Left option to the TileMapPatrick Reh2016-06-201-1/+2
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* Added get_cellv() method to TileMapJohan Manuel2016-02-061-0/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Make tilemap able to change light mask, fixes #2557reduz2015-12-291-0/+2
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* ability to set occluder mask in tilemap, fixes #3025Juan Linietsky2015-12-121-0/+6
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* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-0/+2
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-2/+7
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* -try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky2015-04-181-1/+1
| | | | fixes #1703
* -renamed function to get object from instance idJuan Linietsky2015-04-181-0/+2
| | | | -added function to get list of tiles used
* Fix compie error in TileMap::_fix_cell_transform(...)marynate2015-03-091-1/+1
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* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-3/+38
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-151-3/+7
|\ | | | | | | | | Conflicts: scene/2d/tile_map.cpp
| * Replace body_mode property with use_kinematic flag.Carl Olsson2015-02-141-4/+3
| | | | | | | | Revert 2D Platformer demo's moving platforms to sprite plus body.
| * Added body mode property to TileMap to select between static and kinematic ↵Carl Olsson2015-02-131-3/+8
| | | | | | | | | | | | | | physics bodies. Kinematic allow use of TileMaps for moving platforms for example. Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too. And in order to fix the tileset I need to activate snapping for collision polygon vertices.
* | Moved wrapper function to TileMapEditor.Carl Olsson2015-02-111-1/+0
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* | Revert variant arg length to 5 and add 5 arg wrapper function for TileMap ↵Carl Olsson2015-02-111-0/+1
| | | | | | | | set_cell.
* | Prep for tile transpose transform.Carl Olsson2015-01-191-1/+3
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* Huge Amount of BugFixJuan Linietsky2014-10-031-3/+45
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* Fixing Issues...Juan Linietsky2014-09-191-3/+5
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* Bug FixesJuan Linietsky2014-06-291-0/+8
| | | | | | | | | | -=-=-=-=- -Documentation now shows overridable theme values (though this needs to be documented). -Detect when object transform is flipped and flip normals too. -TileMap can specify bounce and friction for collision. -Removed limit of 4 lights per object -Added is_hovered() to buttons.
* A bit of everything:Juan Linietsky2014-05-141-0/+4
| | | | | | | | | | | | | -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.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+154