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path: root/scene/2d/tile_map.cpp
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* -try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky2015-04-181-5/+4
| | | | fixes #1703
* -renamed function to get object from instance idJuan Linietsky2015-04-181-0/+15
| | | | -added function to get list of tiles used
* fixed navigation tile issue, fixes #1581Juan Linietsky2015-04-091-9/+11
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* Fix compie error in TileMap::_fix_cell_transform(...)marynate2015-03-091-5/+6
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* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-39/+269
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-151-16/+33
|\ | | | | | | | | Conflicts: scene/2d/tile_map.cpp
| * Replace body_mode property with use_kinematic flag.Carl Olsson2015-02-141-10/+11
| | | | | | | | Revert 2D Platformer demo's moving platforms to sprite plus body.
| * Added body mode property to TileMap to select between static and kinematic ↵Carl Olsson2015-02-131-17/+34
| | | | | | | | | | | | | | physics bodies. Kinematic allow use of TileMaps for moving platforms for example. Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too. And in order to fix the tileset I need to activate snapping for collision polygon vertices.
* | Reorder tile transforms so transpose occurs before flips. Much more ↵Carl Olsson2015-02-131-7/+10
| | | | | | | | intuitive for flipping transposed tiles.
* | Moved wrapper function to TileMapEditor.Carl Olsson2015-02-111-5/+0
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* | Revert variant arg length to 5 and add 5 arg wrapper function for TileMap ↵Carl Olsson2015-02-111-0/+5
| | | | | | | | set_cell.
* | Working TileMap tile transpose transform.Carl Olsson2015-02-021-18/+9
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* | Prep for tile transpose transform.Carl Olsson2015-01-191-4/+29
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-6/+6
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
* -added custom metadata to physics shapes (2D only for now)Juan Linietsky2014-10-161-0/+3
| | | | -gizmos are not displayed in camera preview
* missing fils from yesterday comit.Juan Linietsky2014-10-031-1/+2
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-031-12/+194
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* Fixed too many little issues, check the issues closed today.Juan Linietsky2014-09-211-0/+1
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* Fixing Issues...Juan Linietsky2014-09-191-1/+19
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* Bug FixesJuan Linietsky2014-06-291-1/+46
| | | | | | | | | | -=-=-=-=- -Documentation now shows overridable theme values (though this needs to be documented). -Detect when object transform is flipped and flip normals too. -TileMap can specify bounce and friction for collision. -Removed limit of 4 lights per object -Added is_hovered() to buttons.
* A bit of everything:Juan Linietsky2014-05-141-0/+21
| | | | | | | | | | | | | -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.
* heckJuan Linietsky2014-04-191-5/+20
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* -Fixed viewport stretch bugsJuan Linietsky2014-04-181-2/+2
| | | | | -Fixed input in viewport stretch bugs -Fixed tilemap pixel overlap (really?)
* -scripts are converted to bytecode on exportJuan Linietsky2014-02-251-2/+2
| | | | -fix bug in doc where touchscreen events were not documented
* hoJuan Linietsky2014-02-231-2/+2
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* -improved physics ccdJuan Linietsky2014-02-191-2/+5
| | | | | | -html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+592