aboutsummaryrefslogtreecommitdiff
path: root/scene/2d/canvas_item.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
...
* 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
|
* Fix modulate property bind to Colorvolzhs2017-01-091-2/+2
|
* Begin modifying properties to make them more friendly to script and doc.Juan Linietsky2017-01-031-8/+10
|
* 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
| * | Able to change visibility when ancestor node is hiddenvolzhs2016-12-281-7/+2
| |/
* / 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!
* draw_line: Properly bind antialiased argumentRémi Verschelde2016-08-311-1/+1
|
* More visual script improvementsJuan Linietsky2016-08-301-5/+6
| | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* Conversion function for screen coords to local Canvas coordsKyle Luce2016-07-101-0/+11
| | | | | | | | | | - Useful if you need to Convert screen coords to the coordinate space of a CanvasItem, but don't have an associated InputEvent to use in #make_event_local. For example, if you have a particular point on the screen you'd like to project into World Space, for various reasons, you would use this function on the root of the scene. This is analogous to ray casting from screen space in 3D.
* Properly deliver localized coordinates when passing gui events through ↵Juan Linietsky2016-06-271-55/+1
| | | | parents, closes #4215
* Ability to set draw transform as a matrix, closes #5428Juan Linietsky2016-06-261-0/+12
|
* Rename CanvasItem.edit_get() to edit_get_state()George Marques2016-06-231-1/+1
| | | | This makes more sense of what it does and correlates to edit_set_state()
* fix CanvasItem.get_global_transform() and CanvasItem.get_local_transform(), ↵Juan Linietsky2016-06-201-2/+5
| | | | closes #4075
* Remove unused connection. ShaderEditor should'nt handle ShaderGraphs.MarianoGNU2016-06-201-17/+0
| | | | Fixes #4678 && #4745
* added a function CanvasItem.get_item_and_children_rect() , fixes #4738Juan Linietsky2016-06-131-0/+19
|
* Fix indentation issues in last commitsRémi Verschelde2016-06-071-7/+6
| | | | Ping @reduz.
* -Fix small bug regarding to canvas layer detection, closes #4381Juan Linietsky2016-06-061-13/+8
|
* Fix wrong return and argument types in documentationIgnacio Etcheverry2016-05-041-3/+3
|
* remove trailing whitespaceHubert Jarosz2016-03-091-4/+4
|
* -Take in consideration canvas layers for GUI inputJuan Linietsky2016-01-241-0/+8
|
* -Fix global transform cache not being cleared in 2D nodes, fixes many editor ↵Juan Linietsky2016-01-021-0/+1
| | | | bugs, closes #2115
* -Fix TouchScreenButton to work with stretch and viewport canvas transform, ↵Juan Linietsky2016-01-021-2/+2
| | | | closes #2286
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* Fix CanvasItem.draw_set_transform to act according to docs, fixes #2487reduz2015-12-291-1/+1
|
* 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).
* -implement arrows on tabs, when too many tabs are present, fixes #2806Juan Linietsky2015-12-141-2/+2
|
* Merge pull request #2306 from dbsGen/patch-1Rémi Verschelde2015-12-101-0/+2
|\ | | | | Fixed the mouse position for control when it is in a canvas_layer.
| * Fixed the mouse position for control when it is in a canvas_layer.Gen2015-07-271-0/+2
| |
* | Added set_hidden method to Spatial and CanvasItemromulox_x2015-11-261-0/+10
| |
* | Fix propagation of NOTIFICATION_VISIBILITY_CHANGEDeska2015-09-261-1/+1
| |
* | Ability to keep collisionshapes and collisionpolygons when running the game.reduz2015-09-151-0/+9
| | | | | | | | | | | | | | | | | | | | Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun!
* | Added a proper name and an explanation to arg4 on CanvasItem.draw_texture_rect*.Ovnuniarchos2015-07-201-2/+2
|/
* 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.
* more fixesJuan Linietsky2015-05-191-0/+2
| | | | | fix ctrl-a for some cases, mentioned in #1704 fix toggling visibility not updating, fixes #1923
* -Fixed android export options (screen sizes, orientation should work)Juan Linietsky2015-05-011-1/+13
| | | | -added functions to get mouse position in CanvasItem
* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-1/+0
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* Changes to LightJuan Linietsky2015-04-031-14/+19
| | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
* input events on Area2D is now supportedJuan Linietsky2015-03-221-0/+62
| | | | also added a demo showing how this works
* back buffer copy node, to improve on texscreen()Juan Linietsky2015-03-121-1/+0
| | | | back buffer copy node and respective demo
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-0/+1
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-102/+207
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.