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* Fix TileMap and TileSet ClassDB bindingsRuslan Mustakov2017-11-241-1/+1
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* Implement auto-tilingMariano Suligoy2017-11-201-27/+214
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* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-1/+1
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* Fixing tilemap rotation for non top-left tiles.Vito2017-11-151-2/+2
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* Disabled filter clip by default and made it optional, fixes #12368, likely ↵Juan Linietsky2017-11-101-2/+21
| | | | others too
* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-1/+3
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-4/+4
| | | | | | | | | | | 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.
* Merge pull request #10361 from RandomShaper/tilemap-global-mtlRémi Verschelde2017-08-301-0/+30
|\ | | | | Let TileMap apply its material
| * Let TileMap apply its materialPedro J. Estébanez2017-08-151-0/+30
| | | | | | | | | | | | | | | | So when a material is set, every tile will be rendered with that. Quadrants will not be recreated, so a `CanvasItem` will exist per material per quadrant regardless a global material is set. This makes also __Use parent material__ work for `TileMap`s. Closes #9996.
* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* | Removed old fp_adjust code that conflicts with clipped rects, fixes #9925Juan Linietsky2017-08-251-4/+2
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* | Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | 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 Etcheverry2017-08-201-9/+12
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* | Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-4/+4
|/ | | | Fixes #10244.
* Removes type information from method bindsIgnacio Etcheverry2017-08-101-2/+2
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Added get_used_cells_by_id method 3.0Hassan A2017-08-021-0/+15
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* Readd tilemap's shape_transform and bugfixesBojidar Marinov2017-07-011-3/+5
| | | | This reverts commit a808f53020aa710ff81392e2349b8a39c55d2717.
* Revert "Fix Tileset/tilemap issues related to my adding of one-way ↵Juan Linietsky2017-07-011-5/+3
| | | | collisions to them"
* Fix #9409, fixup #9370; tileset now has shape transform instead of offsetBojidar Marinov2017-06-301-3/+5
| | | | | | Fix bad return type in CollisionObject2D, Shape -> Shape2D. Was causing unintended null when casting. (9409) Fix a misplaced ++ operator. (9370) Fix merging with exiting tileset duplicating shapes. (9370)
* Merge pull request #9370 from bojidar-bg/c-9318-oneway-tilemapsRémi Verschelde2017-06-261-6/+6
|\ | | | | Add one-way collisions and individual shape offsets for tilesets
| * Add one-way collisions and individual shape offsets for tilesetsBojidar Marinov2017-06-251-6/+6
| | | | | | | | | | As requested in #9318 Accidentially fixes #2231 as well
* | Merge pull request #9318 from bojidar-bg/readd-normal-tilemapRémi Verschelde2017-06-261-2/+3
|\ \ | |/ |/| Add normal map to tilemaps and tilesets
| * Add normal map to tilemaps and tilesetsBojidar Marinov2017-06-221-2/+3
| | | | | | | | Fixes #9310
* | BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-3/+3
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-15/+15
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* Merge pull request #8271 from MattUV/masterRémi Verschelde2017-04-091-1/+37
|\ | | | | Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
| * Add set/get_collision_layer/mask_bit() to TileMapsMattUV2017-04-061-1/+37
| | | | | | | | | | | | | | | | | | | | | | | | Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds: * set_collision_layer_bit() * set_collision_mask_bit() * get_collision_layer_bit() * get_collision_mask_bit() To comply with collision layers' renaming from https://github.com/godotengine/godot/issues/5696 , the method names are NOT set/get_layer_mask_bit()
* | Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* | New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-2/+2
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-489/+430
| | | | | | | | | | | | | | | | | | | | | | | | 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
* TileMap: Respect self_modulate propertyAndreas Haas2017-03-051-0/+3
| | | | | | | | Now `TileMap`s make use of the `self_modulate` property. There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate` in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..) I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
* Add Rect2 TileMap::get_used_rect(), closes #4390Bojidar Marinov2017-02-201-0/+26
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-50/+50
| | | | | | 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 Braam2017-02-131-15/+15
| | | | This saves typing and is a step towards fixing #56
* Merge pull request #6519 from RandomShaper/enhance-tilesetJuan Linietsky2017-01-141-2/+3
|\ | | | | Add modulate (color) to TileSet tiles
| * Add modulate (color) to TileSet tilesPedro J. Estébanez2016-11-301-2/+3
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+5
| | | | | | | | | | 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.
* | Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-0/+1
| | | | | | | | NOTIFICATION_TRANSFORM_CHANGED
* | Type renames:Juan Linietsky2017-01-111-18/+18
| | | | | | | | | | | | | | | | | | | | | | | | 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 Linietsky2017-01-101-3/+3
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* | Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-6/+6
| | | | | | | | renamed to PoolVector
* | -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-13/+18
| | | | | | | | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-50/+50
| | | | | | | | | | | | | | | | 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 Verschelde2017-01-021-20/+4
|\ \ | | | | | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * | Begining of GLES3 renderer:Juan Linietsky2016-10-031-11/+4
| |/ | | | | | | | | | | | | | | -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 #7406 from neikeq/pr-issue-5076Rémi Verschelde2017-01-021-3/+3
|\ \ | | | | | | TileMap: _update_dirty_quadrants() cancel pending update pre return
| * | TileMap: _update_dirty_quadrants() cancel pending update pre returnIgnacio Etcheverry2017-01-011-3/+3
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* | | 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!