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path: root/scene/2d/polygon_2d.h (follow)
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* WIP Polygon2D weight editingJuan Linietsky2018-05-021-0/+24
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+1
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* Add a split editor to polygon 2D UV editor, moving an inch closer to adding ↵Juan Linietsky2018-02-251-0/+5
| | | | support for in the future
* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-9/+10
| | | | | | | | | | - The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
* 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.
* Merge pull request #15093 from poke1024/canvas-editor-selectRémi Verschelde2018-01-031-0/+1
|\ | | | | More exact picking for canvas editor
| * More exact picking for canvas editorBernhard Liebl2017-12-271-0/+1
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-4/+4
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* Unify degree members and propertiesletheed2017-11-101-3/+3
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky2017-08-191-0/+4
| | | | something else..
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-2/+2
| | | | Fixes #10244.
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-12/+11
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-9/+9
| | | | renamed to PoolVector
* 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!
* Fix for #6158. Converting Vector2 to Size2 for scaling functions.anneomcl2016-09-191-3/+3
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Polygon2D now exposes vertex colors.Ovnuniarchos2016-05-231-0/+4
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* -fix forced texture repeat in Polygon2D, now depends on texture.Juan Linietsky2015-04-281-3/+0
| | | | -added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
* Polygon2DJuan Linietsky2014-07-071-0/+78
-=-=-=-=- Another gift for those who make 2D games: -Edit polygons, concave or convex, color them, texture them and uv-map them -Corresponding editor -Can have a custom pivot, so they are compatible with bones and IK