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* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Added some editor enhancements to Camera2D. Added the option to draw ↵TwistedTwigleg2017-06-251-0/+13
| | | | Camera2Ds bounds and drag margins. Added options to toggle the drawing of Camera2Ds lines in the editor. When a Camera2D is marked as current, its lines become a little less transparent.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-10/+9
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | 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!
* Added a few functions to make 2D split screen easier.Juan Linietsky2016-09-141-0/+5
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* Add an option to smooth camera limits when camera smoothing is enabled.Timo Schwarzer2016-07-131-1/+3
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* Fix Camera2D header for align()Timo Schwarzer2016-06-301-1/+1
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* Add align() to realign the Camera2D to its tracked nodeTimo Schwarzer2016-06-291-0/+1
| | | | align() will center the tracked Node if anchor mode is set to DRAG_CENTER, otherwise the camera is set to the Node's position
* Add reset_smoothing() for immediately fixing the camera to the destination ↵Timo Schwarzer2016-06-291-0/+1
| | | | location
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -make smoothing respect camera limits, fixes #3037Juan Linietsky2015-12-121-0/+6
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* new space shooter demoJuan Linietsky2015-06-111-3/+11
| | | | ortho camera sort fix, closes #2063
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* merges from okam repoJuan Linietsky2015-03-031-94/+95
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* Implemented Camera2D.Rotating propertyrafalcieslak2014-02-101-0/+4
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+118