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path: root/modules/gridmap/grid_map.h
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* Fix inconsistencies and typos in argument namesPaolo Perkovic2018-02-011-1/+1
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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.
* Merge pull request #15120 from AndreaCatania/gridmRémi Verschelde2018-01-031-0/+16
|\ | | | | Added layer and mask in the gridmap node
| * Added layer and mask in the gridmap nodeAndreaCatania2017-12-281-0/+16
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Added baked light support for gridmaps.Juan Linietsky2017-12-181-1/+12
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* Made built-in identifiers properly constant in shaders. Fixes #14449, closes ↵Juan Linietsky2017-12-151-0/+5
| | | | #14629
* Adds world_to_map() and map_to_world() methods to GridMap.David Saltares2017-10-211-0/+5
| | | | | Closes #11856. Also fixes GridMap::set_cell_scale() not visually updating the grid meshes
* Add GridMap::get_used_cells. Fixes #11857.feature/gridmap-used-cellsJ08nY2017-10-051-0/+2
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* Setting visibility on GridMap now works. Closes #907.David Saltares2017-09-051-0/+1
| | | | | | | Basically, `GridMap` wasn't reacting to the `NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and walks over the set of `Octants` and all of their `MultiMeshInstances` to set their visibility on the `VisualServer`.
* Dead code tells no talesRémi Verschelde2017-08-271-3/+1
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* -Largely rewrote gridmap to simplify itJuan Linietsky2017-08-271-16/+19
| | | | | -Got editor working again -Added a current-floor marker on selection
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Massive clean up to gizmosJuan Linietsky2017-08-261-46/+2
| | | | | | | -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings
* Updated function argument namesWilson E. Alvarez2017-08-121-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-49/+39
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-19/+3
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* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* 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()
* 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!
* manually fix indentAnarchid2016-04-201-1/+1
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* Implement GridMap support for navigation meshesAnarchid2016-04-201-7/+22
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+2
| | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Light Baker!Juan Linietsky2014-06-111-0/+13
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+271