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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* Add Node2D's set_global_rot get_global_rot set_global_rotd get_global_rotd ↵Emmanuel Leblond2017-01-101-0/+6
| | | | set_global_scale get_global_scale methods.
* Fix for #6158. Converting Vector2 to Size2 for scaling functions.anneomcl2016-10-091-3/+1
| | | | (cherry picked from commit aa5ade834c8646b81e2320089314393c00ee8020)
* Rotation APIs: Better exposure for degrees methodsRémi Verschelde2016-05-061-1/+4
| | | | | | | | Made public the various set/getters for rotations in degrees. For consistency, renamed the exposed method names to remove the leading underscore, and kept the old names with a deprecation warning. Fixes #4511.
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -renamed function get_relative_transform() to ↵reduz2015-12-281-1/+1
| | | | | | get_relative_transform_to_parent(), makes more sense -fixed newly introduced bug in onready keyword, fixes #3155
* -Added lookat/get_angle_to functions in 2D, and a demo, closes #1843Juan Linietsky2015-05-121-0/+3
| | | | -Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* added spatial and node2d helper methodsJuan Linietsky2015-03-221-2/+6
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-141-0/+3
| | | | | | | -Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-0/+3
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-0/+4
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* Add node2d::get_global_pos()marynate2014-07-071-0/+1
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* A bit of everything:Juan Linietsky2014-05-141-0/+4
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+89