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path: root/editor/plugins/tile_set_editor_plugin.cpp (follow)
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-10/+10
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Some control fixes and removed useless linesGilles Roudiere2017-08-191-1/+0
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* Updated function argument namesWilson E. Alvarez2017-08-121-2/+2
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* Readd tilemap's shape_transform and bugfixesBojidar Marinov2017-07-011-4/+19
| | | | This reverts commit a808f53020aa710ff81392e2349b8a39c55d2717.
* Revert "Fix Tileset/tilemap issues related to my adding of one-way ↵Juan Linietsky2017-07-011-19/+4
| | | | collisions to them"
* Fix #9409, fixup #9370; tileset now has shape transform instead of offsetBojidar Marinov2017-06-301-4/+19
| | | | | | 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 Verschelde2017-06-261-9/+4
|\ | | | | Add one-way collisions and individual shape offsets for tilesets
| * Add one-way collisions and individual shape offsets for tilesetsBojidar Marinov2017-06-251-9/+4
| | | | | | | | | | As requested in #9318 Accidentially fixes #2231 as well
* | Merge pull request #9318 from bojidar-bg/readd-normal-tilemapRémi Verschelde2017-06-261-0/+2
|\ \ | |/ |/| Add normal map to tilemaps and tilesets
| * Add normal map to tilemaps and tilesetsBojidar Marinov2017-06-221-0/+2
| | | | | | | | Fixes #9310
* | -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-231-7/+10
|/ | | | | | | | | | | could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
* Fix #8819. Adds _import_node() that, when used in conjunction with ↵Jon Ross2017-05-191-12/+14
| | | | _import_scene, recurses through the scene tree and exports all available nodes.
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* 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 Linietsky2017-04-061-1/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-85/+71
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Refactoring: rename tools/editor/ to editor/Rémi Verschelde2017-03-051-0/+297
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.