aboutsummaryrefslogtreecommitdiff
path: root/scene/2d/area_2d.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky2018-05-161-3/+3
|
* Update an outdated method name in error messageronroniv2018-02-071-1/+1
| | | set_enable_monitoring -> set_monitoring
* Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵Juan Linietsky2018-01-121-6/+6
| | | | | | of tree notification. Updated doc accordingly.
* 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!
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-2/+2
|
* Changed get_audio_bus and set functions to get_audio_bus_name and setMarcelo Paez2017-09-221-5/+5
| | | | and edited docs for Area2D due to renaming o get_audio_bus and set_audio_bus
* Updated Area2D docs and added enum constants to scriptingWill Nations2017-09-111-1/+7
|
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
|
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-8/+8
| | | | | | | | | | | | 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/
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-2/+2
|
* Remove warnings about benign situationsPedro J. Estébanez2017-07-101-2/+5
|
* -Added AudioStreamPlayer2D, for 2D positional soundJuan Linietsky2017-06-181-0/+54
| | | | -Added ability for Area2D to redirect positional sound to a specific audio bus
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-18/+18
|
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-269/+220
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #7508 from lonesurvivor/area2d-fixRémi Verschelde2017-03-041-6/+7
|\ | | | | Fix two problems with Area2D and remove_child()
| * When overlappinng Area2Ds are removed with remove_child(), _enter_tree and ↵lonesurvivor2017-01-251-6/+7
| | | | | | | | _exit_tree signals are now properly disconnected upon removal
* | Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-38/+38
| | | | | | | | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* | Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-12/+12
| | | | | | | | This saves typing and is a step towards fixing #56
* | Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
| |
* | rename monitoring functionsJuan Linietsky2017-01-131-6/+6
|/
* Renamed most signals so they refer to:Juan Linietsky2017-01-121-40/+40
| | | | | -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-2/+2
|
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-2/+3
| | | | | | -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 Linietsky2017-01-021-38/+38
| | | | | | | | 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!
* Fix #6480, area duplicated paramPawel Kowal2016-09-291-2/+2
|
* Modified damp rangesDaniel J. Ramirez2016-05-231-3/+3
|
* classref: Fixed return types in Area and Area2D (#4635)MattUV2016-05-121-2/+2
|
* -Properly lock and and warn about switching off contact monitoring, fixes #3041Juan Linietsky2016-01-121-4/+4
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* remove error print in area collision, should be a valid situation, closes #2463Juan Linietsky2015-12-311-1/+5
|
* New and corrected are override modes.Ovnuniarchos2015-12-141-1/+1
|
* Several performance improvements, mainly in loading and instancing scenes ↵Juan Linietsky2015-06-291-8/+9
| | | | | | | | 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.
* Merge pull request #1932 from Faless/gravity_distance_fullJuan Linietsky2015-06-071-0/+16
|\ | | | | Calculate gravity based on distance from body to gravity point
| * Calculate gravity based on distance from body to gravity point (2D)Fabio Alessandrelli2015-05-181-0/+16
| |
* | new file dialog!Juan Linietsky2015-06-061-0/+39
|/ | | | | | | | | -ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-1/+33
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* add overlap test function, remove a semicolonJuan Linietsky2015-03-181-1/+1
|
* add functions to test overlap with another body or areaJuan Linietsky2015-03-171-0/+26
|
* Area2D can now detect overlap with other areasJuan Linietsky2015-03-171-18/+217
| | | | this should make everything simpler, specially for newcomers to Godot
* Changes to 2D physics engineJuan Linietsky2015-01-051-9/+25
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Removed "density" property -Added instead more flexible "angular damp" and "linear damp" -Added ability to override angular and linear damp in rigidbody -Added gravity scale option rigidbody Test well and iron out bugs, when it works the same will be moved to 3D
* missing fix in fileJuan Linietsky2014-12-071-1/+1
|
* Batch of BugfixesJuan Linietsky2014-12-071-0/+15
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* UDP FixesJuan Linietsky2014-11-131-0/+21
| | | | | | | | | | | | | | -=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
* missing files with fixes for shower of bulletsJuan Linietsky2014-11-061-2/+2
|
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-21/+21
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-0/+1
| | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now