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* renamed all Rect3.pos to Rect3.positionalexholly2017-06-092-9/+9
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-3/+3
| | | | Make the naming consistent with other classes.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-202-102/+106
| | | | this might cause bugs I haven't found yet..
* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-2/+2
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-086-0/+6
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-062-12/+12
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-055-1127/+915
| | | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2017-03-052-5/+5
| | | | | | 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.
* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-155-579/+82
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-132-40/+40
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-162-7/+7
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-9/+11
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-0/+1
| | | | NOTIFICATION_TRANSFORM_CHANGED
* Type renames:Juan Linietsky2017-01-113-25/+25
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a ↵Juan Linietsky2017-01-101-1/+0
| | | | container!
* PopupMenu now emits both index_pressed and id_pressed instead of ↵Juan Linietsky2017-01-081-1/+1
| | | | item_pressed, closes #3188
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-072-15/+15
| | | | renamed to PoolVector
* Editor settings categories are now tidy and beautiful!Juan Linietsky2017-01-051-3/+5
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* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-041-9/+9
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| * Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-031-9/+9
| | | | | | | | | | | | | | | | Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-5/+5
|/ | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-025-53/+53
| | | | | | | | 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()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-022-3/+4
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-2/+2
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-1/+1
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-016-6/+6
| | | | | | | | | | | | | | | | 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!
* | style: Fix PEP8 blank lines issues in Python filesRémi Verschelde2016-11-011-3/+0
| | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E3,W3`, fixes: - E301 - Add missing blank line. - E302 - Add missing 2 blank lines. - E303 - Remove extra blank lines. - E304 - Remove blank line following function decorator. - E309 - Add missing blank line. - W391 - Remove trailing blank lines.
* | style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
* | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.
* | modules: Clone env in each moduleRémi Verschelde2016-10-151-1/+3
|/ | | | | | | | | | | | | | | | | | | | This allows to pass include paths and flags only to a given thirdparty library, thus preventing conflicts between their files (e.g. between opus and openssl which both provide modes.h. This also has the nice effect of making the compilation command smaller for each module as it no longer related to all other modules, only the final linking brings them together. This however requires adding manually the ogg include path in opus and vorbis when building against the builtin ogg, since it is no longer in the global env. Also simplified template 'thirdparty_<module>_sources' to 'thirdparty_sources'. "Core" modules like cscript, gdscript, gridmap, ik and virtual_script still use the main env_modules, but it could be changed if need be.
* Improve/fix GridMap editorPedro J. Estébanez2016-08-212-25/+23
| | | | | | | Fix cursor/palette update on tile eyedropping Fix editor not cleaning its state when becoming inactive, which leaves indicators behind among other issues Fix/improve menu/keyboard shortcuts Merge 'Gridmap Editor' and 'Grid Map' settings into the latter
* Concluded base visual scripting! can edit but not run though.Juan Linietsky2016-08-041-0/+1
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* Removed unused variables (first pass)Rémi Verschelde2016-07-071-1/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Merge pull request #5139 from zaps166/init_navigation_pointerGeorge Marques2016-06-131-1/+1
|\ | | | | GridMap: Initialize "navigation" pointer
| * GridMap: Initialize "navigation" pointerBłażej Szczygieł2016-06-101-1/+1
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* | Changed how min/max icon size in ItemList works and replaced it by a fixed ↵Juan Linietsky2016-06-121-1/+1
|/ | | | size. Fixes many issues, closes #4907
* GridMap: Fix backwards rotate hotkeys (#4498)Rémi Verschelde2016-05-011-3/+3
| | | Fixes #1237
* Merge pull request #4302 from Anarchid/gridmap-navmeshRémi Verschelde2016-04-202-11/+135
|\ | | | | Navmesh support for GridMaps
| * manually fix indentAnarchid2016-04-201-1/+1
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| * Implement GridMap support for navigation meshesAnarchid2016-04-202-12/+136
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* | Remove trailing spacesRémi Verschelde2016-04-021-5/+5
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* remove trailing whitespaceHubert Jarosz2016-03-091-3/+3
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* Update copyright to 2016 in headersGeorge Marques2016-01-016-6/+6
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* Add missing argument names in GDScript bindingsRémi Verschelde2015-12-281-1/+1
| | | | | All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
* Cosmetic fixes to SCons buildsystemRémi Verschelde2015-11-011-3/+0
| | | | | | - Removed trailing spaces - Made sure all indentation is done using tabs (fixes #39) - Potentially fixed an identation issue for openssl check
* Merge pull request #2250 from PeaceSells50/AddedGridMapSettingsJuan Linietsky2015-10-172-4/+27
|\ | | | | Added GridMap settings which allows the user to enter a pick distance.
| * Added GridMap settings which allows the user to enter a pick distance.Peace Sells2015-07-092-4/+27
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* | Ability to visually debug geometry visually:Juan Linietsky2015-09-202-3/+70
|/ | | | | | | -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
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-4/+4
| | | | | | | | and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report.