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* Removed demosJuan Linietsky2016-06-0310-266/+0
| | | | they go to their own project now
* Port 2D demos to TSCN/TRES formatsRémi Verschelde2016-04-026-2/+227
| | | | Part of #4196.
* Remove systematic "Init(i)alization here" from _ready()Rémi Verschelde2015-12-092-2/+0
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* Improve code formattingRémi Verschelde2015-12-092-25/+19
| | | | | | | | | | | The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - spaces around weak operators (+, -), no spaces around strong operators (*, /) - spaces around comparison operators and compound assignment operators - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines - comment sentences start with an upper-case letter
* Update 2D demos scenes for 2.0 formatRémi Verschelde2015-12-092-0/+0
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* Make all demo icons 8-bit/color RGB(A)Rémi Verschelde2015-11-231-0/+0
| | | | | Godot does not seem to like 8-bit colormaps. Fixes #2874.
* Added some demo iconsneikeq2015-10-292-0/+1
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* Ability to keep collisionshapes and collisionpolygons when running the game.reduz2015-09-159-0/+48
Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun!