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path: root/scene/resources/tile_set.cpp
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* Tileset: Bind autotile_set_size()/get_size().Ranoller2018-08-301-0/+2
| | | Since this class is editor-oriented, this set_get is necessary to full implement tool, importer, etc... for tiles. (No other way to know a real tile size in autotile mode)
* TileSet: Bind tile_set_shape_offset and getterRémi Verschelde2018-08-271-0/+2
| | | | Fixes #21476.
* Backward compatibility for autotile setup from Godot 3.0.XMariano Javier Suligoy2018-08-241-1/+7
| | | | Fixes #20746
* New TileSet EditorMAriano Javier Suligoy2018-08-091-3/+22
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* Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam2018-07-261-3/+3
| | | | | | | | | | | | | | | | | | | | | | | This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
* Expose 'modulate' set/get in TileSet resourceMichael Alexsander Silva Dias2018-07-231-0/+2
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* Restore support for minimal 3x3 autotile setsisaacremnant2018-05-171-1/+2
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* Adds z-index properties to TileSets.Pieter-Jan Briers2018-05-011-0/+20
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* Merge pull request #18072 from AlexHolly/masterGeorge Marques2018-04-081-0/+6
|\ | | | | expose Tileset TileMode to GDScript
| * expose Tileset TileMode to GDScriptAlexander Holland2018-04-081-0/+6
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* | Fix converting to tileset crashes Godot if existing file is not tilesetPoommetee Ketson2018-03-231-0/+1
|/ | | | also make TileSetEditorPlgn tile list updates the preview modulate
* Tileset Editor ImprovementDamar Indra2018-02-201-16/+15
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* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Bind many more properties to scriptsBojidar Marinov2018-01-121-8/+8
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* fix updating tileset list when assign texture and set autotile truedamarindra2018-01-111-1/+2
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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!
* Add missing parameter namesPoommetee Ketson2017-12-251-2/+2
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* Fix wrong return value in some virtual method bindingsRémi Verschelde2017-12-101-2/+2
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* Fix TileSet::AutotileData::ocludder_map typoPJB30052017-12-081-8/+8
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* Fix TileMap and TileSet ClassDB bindingsRuslan Mustakov2017-11-241-1/+1
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* Implement auto-tilingMariano Suligoy2017-11-201-5/+392
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* Fixing tilemap rotation for non top-left tiles.Vito2017-11-151-6/+14
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Fixes method definitions with extra number of argumentsIgnacio Etcheverry2017-08-101-1/+1
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-13/+13
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* Readd shape_offset as an editor-only and backcompat propertyBojidar Marinov2017-07-011-1/+8
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* Readd tilemap's shape_transform and bugfixesBojidar Marinov2017-07-011-22/+24
| | | | This reverts commit a808f53020aa710ff81392e2349b8a39c55d2717.
* Revert "Fix Tileset/tilemap issues related to my adding of one-way ↵Juan Linietsky2017-07-011-24/+22
| | | | collisions to them"
* Fix #9409, fixup #9370; tileset now has shape transform instead of offsetBojidar Marinov2017-06-301-22/+24
| | | | | | Fix bad return type in CollisionObject2D, Shape -> Shape2D. Was causing unintended null when casting. (9409) Fix a misplaced ++ operator. (9370) Fix merging with exiting tileset duplicating shapes. (9370)
* Merge pull request #9370 from bojidar-bg/c-9318-oneway-tilemapsRémi Verschelde2017-06-261-49/+141
|\ | | | | Add one-way collisions and individual shape offsets for tilesets
| * Add one-way collisions and individual shape offsets for tilesetsBojidar Marinov2017-06-251-49/+141
| | | | | | | | | | As requested in #9318 Accidentially fixes #2231 as well
* | Add normal map to tilemaps and tilesetsBojidar Marinov2017-06-221-0/+20
|/ | | | Fixes #9310
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-6/+6
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-202/+171
| | | | | | | | | | | | | | | | | | | | | | | | 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 Braam2017-02-131-31/+31
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Merge pull request #6519 from RandomShaper/enhance-tilesetJuan Linietsky2017-01-141-0/+19
|\ | | | | Add modulate (color) to TileSet tiles
| * Add modulate (color) to TileSet tilesPedro J. Estébanez2016-11-301-0/+19
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* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-31/+31
| | | | | | | | | | | | | | | | 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!
* remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
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* 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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* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-1/+105
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* Merge remote-tracking branch 'upstream/master'Olafur Haukur Flygenring2014-02-191-9/+30
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| * -improved physics ccdJuan Linietsky2014-02-191-9/+30
| | | | | | | | | | | | -html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
* | Added function "get_tiles_ids" to TreeSet.Olafur Haukur Flygenring2014-02-181-0/+12
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+310