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* Use Core/Scene stringnames consistentlykobewi2024-05-131-1/+1
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* Replace `radians` range hint with `radians_as_degrees`A Thousand Ships2023-09-251-1/+1
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* Remove NOTIFICATION_MOVED_IN_PARENTJuan Linietsky2023-04-061-6/+11
| | | | | | | | | * This notification makes node children management very inefficient. * Replaced by a NOTIFICATION_CHILDREN_CHANGED (and children_changed signal). * Changed Canvas code (and similar) to use the above signal, to perform more efficiently. This PR breaks compatibility (although this notification was very rarely used, even within the engine), but provides an alternate way to do the same. It is required for the changes in #75627 to be entirely effective.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Add safety-checks before some servers `free()`Adam Scott2022-12-291-0/+1
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* Merge pull request #59682 from Sauermann/fix-following-viewport-transformRémi Verschelde2022-12-191-0/+13
|\ | | | | | | Include the follow-viewport-transform into CanvasLayer transform calculations
| * Include the following-viewport-transform into CanvasLayer transformsMarkus Sauermann2022-12-181-0/+13
| | | | | | | | The following-viewport-transform was missing from several calculations
* | Fix Viewport root order after Node2D raiseMarkus Sauermann2022-11-021-1/+1
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* | Merge pull request #59479 from Sauermann/fix-rootorder-on-layerchangeRémi Verschelde2022-11-021-0/+1
|\ \ | |/ |/| | | Update root order on layer change
| * Update root order on layer changeMarkus Sauermann2022-03-241-0/+1
| | | | | | | | When the layer of a CanvasLayer changes, the order of roots needs to be recalculated.
* | Rename `or_lesser` range property hint to `or_less`Hugo Locurcio2022-09-021-2/+2
| | | | | | | | | | | | | | "less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change.
* | Merge pull request #64355 from Mickeon/rename-follow-viewportRémi Verschelde2022-08-251-1/+1
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| * | Rename CanvasItem.`follow_viewport_enable` to end with "d"Micky2022-08-131-1/+1
| | | | | | | | | | | | For consistency with the rest of the exposed booleans in Godot
* | | Make `_validate_property` a multilevel methodYuri Sizov2022-08-221-3/+3
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* | Add Vector2/3 linking to more propertiesFireForge2022-06-141-1/+1
| | | | | | | | | | | | | | | | | | | | - Camera2D.zoom - CanvasLayer.scale - ParallaxBackground.scroll_base_scale - ParallaxLayer.motion_scale - Polygon2D.texture_scale - BaseMaterial3D.uv1_scale - BaseMaterial3D.uv2_scale
* | Add suffixes to all nodes and resourcesFireForge2022-06-111-2/+2
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* | Rename Transform2D "elements" to "columns"Aaron Franke2022-04-291-1/+1
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* Fix invisible CanvasItem visibility issueMarkus Sauermann2022-02-221-5/+1
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* Fix CanvasItem visibility propagationkobewi2022-02-191-1/+1
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* Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde2022-02-151-3/+2
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* Added show and hide methods and updated doc API.Wagner Scholl Lemos2022-02-151-0/+10
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* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-2/+4
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* Add visibility to CanvasLayerkobewi2022-02-051-0/+33
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio2021-11-031-1/+1
| | | | | This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
* Fix potential nullptr dereference in CanvasLayerSean Kim2021-10-211-2/+6
| | | | | | | | | * Changed another instance of ERR_FAIL_COND in the same file to ERR_FAIL_NULL_MSG instead. * Checked for potential access of the viewport pointer elsewhere in same file. Fixes #54098
* Fix editor suffixes and degrees conversionreduz2021-06-301-13/+1
| | | | | | | | | | | | | * Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
* Add PROPERTY_USAGE_NONE and use itAaron Franke2021-06-171-1/+1
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* Hide more options of disabled propertiesMichael Alexsander2021-03-031-2/+0
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* Hide extra options from various nodes if they're not enabledMichael Alexsander2021-03-021-0/+9
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* Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-10/+0
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-13/+25
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-30/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Remove Node.get_position_in_parent()Tomasz Chabora2020-04-061-4/+4
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* Replace NULL with nullptrlupoDharkael2020-04-021-2/+2
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-16/+16
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-3/+3
| | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky2020-02-121-2/+2
| | | | 32 bits.
* 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.
* Ability to make CanvasLayers have pseudo 3D depth.Juan Linietsky2019-04-051-0/+51
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix CanvasLayer trying to re-stack while out of treePedro J. Estébanez2018-11-161-1/+3
| | | | Fixes #23718.
* Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layersJuan Linietsky2018-11-071-0/+5
|\ | | | | Fix picking in CanvasLayer
| * Fix picking in CanvasLayerPedro J. Estébanez2018-08-251-0/+5
| | | | | | | | New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
* | Fix canvas stacking not deterministic on same layerPedro J. Estébanez2018-10-301-3/+7
|/ | | | Fixes #22687.
* Revert "Take CanvasLayer transform into account for 2D physics"Rémi Verschelde2018-08-231-19/+0
| | | | | | This reverts commit 4839e5f6d9ed1c0afee933009ab44b9913310d27. Fixes #21289.
* Take CanvasLayer transform into account for 2D physicsPedro J. Estébanez2018-08-211-0/+19
| | | | Fixes #18073.
* Lift 1440 limit in rotation_degrees hint rangeRémi Verschelde2018-08-161-3/+1
| | | | Fixes #15947.
* Removed strange custom world2d in CanvasLayer, been there since always and ↵Juan Linietsky2018-04-071-18/+22
| | | | | | not sure why. Fixes #17524, fixes #17523.