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* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Bind many more properties to scriptsBojidar Marinov2018-01-121-3/+3
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* 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!
* -Ability to and unwrap lightmap coordinates on importJuan Linietsky2017-12-091-0/+25
| | | | | | | | -Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-4/+4
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* -Fix particles with size==0, closes #13931Juan Linietsky2017-12-061-0/+5
| | | | -Fixed material previews (dont show sphere unless for spatial)
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-27/+19
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* Finalized ability to convert from CanvasItem/Spatial/Particles materials to ↵Juan Linietsky2017-11-141-0/+6
| | | | ShaderMaterial, closes #10242
* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-1/+1
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-10/+10
| | | | | | | | | | | 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.
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-1/+0
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Automatically redraw when shaders using TIME are visible, fixes #10554Juan Linietsky2017-09-051-0/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-15/+11
| | | | | | | | | | | | 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/
* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-13/+14
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* Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky2017-08-191-6/+6
| | | | something else..
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-14/+14
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* Add object type hint for docsPoommetee Ketson2017-07-191-3/+3
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* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-0/+23
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* Ability to restart particle system with a function callJuan Linietsky2017-06-251-4/+15
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Small fixes required to get platformer to work.Juan Linietsky2017-06-231-5/+195
| | | | Added back CanvasItemMaterial
* 2D GPU Particles working..Juan Linietsky2017-06-211-3/+11
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* Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-181-3/+3
| | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-17/+21
| | | | support in Sprite so far.
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-2/+2
| | | | this might cause bugs I haven't found yet..
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-4/+4
| | | | | | | | 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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* Fix build on older GCC versionsRémi Verschelde2017-04-071-3/+1
| | | | | Travis builds would fail with: ./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-124/+6
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* Fix more property names in _change_notify calls.Andreas Haas2017-04-031-2/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-367/+278
| | | | | | | | | | | | | | | | | | | | | | | | 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 Linietsky2017-02-151-2/+2
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-68/+68
| | | | | | 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 Braam2017-02-131-10/+10
| | | | This saves typing and is a step towards fixing #56
* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-1/+1
| | | | added a check to detect this case in the future
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.
* Renamed call_group to call_group_flags, made call_group without flags the ↵Juan Linietsky2017-01-141-2/+2
| | | | default
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-34/+15
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-2/+18
| | | | NOTIFICATION_TRANSFORM_CHANGED
* Type renames:Juan Linietsky2017-01-111-12/+12
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-1/+1
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* Fix modulate property bind to Colorvolzhs2017-01-091-2/+2
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* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-8/+10
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* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-66/+66
| | | | | | | | 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 Verschelde2017-01-021-109/+46
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * 2D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky2016-10-101-9/+5
| | | | | | | | general
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-105/+46
| | | | | | | | | | | | | | | | -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
* | Merge pull request #7382 from volzhs/fix-visibilityRémi Verschelde2017-01-021-7/+2
|\ \ | | | | | | Able to change visibility when ancestor node is hidden