aboutsummaryrefslogtreecommitdiff
path: root/scene/2d/tile_map.cpp
Commit message (Collapse)AuthorAgeFilesLines
...
* 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
|/
* Refactor layer_mask to collision_layerPoommetee Ketson2017-06-141-3/+3
|
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-15/+15
|
* 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
| |
* | New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-2/+2
|/
* 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
|
* 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
| |
* | 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
| |
* | 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
| | |
* | | 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!
* / TileMap now honors blending mode.Ovnuniarchos2016-11-241-0/+9
|/
* Added Tile Origin = Bottom Left option to the TileMapPatrick Reh2016-06-201-2/+34
|
* Fix issues with tilemap covering child nodes and old quadrantsBojidar Marinov2016-03-181-0/+9
| | | | Closes #4070
* remove trailing whitespaceHubert Jarosz2016-03-091-1/+1
|
* -Change link to new documentationJuan Linietsky2016-02-201-0/+5
| | | | -fixed bug in tilemap collision debug
* Bind method is_cell_transposedRémi Verschelde2016-02-151-0/+1
|
* Added get_cellv() method to TileMapJohan Manuel2016-02-061-0/+5
|
* TileMap: Properly flip/rotate tiles with non-square regionIgnacio Etcheverry2016-01-041-0/+16
|
* TileMap: Consider texture offset for rotated tilesIgnacio Etcheverry2016-01-021-2/+9
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -Make tilemap able to change light mask, fixes #2557reduz2015-12-291-0/+11
|
* -renamed function get_relative_transform() to ↵reduz2015-12-281-2/+2
| | | | | | get_relative_transform_to_parent(), makes more sense -fixed newly introduced bug in onready keyword, fixes #3155
* ability to set occluder mask in tilemap, fixes #3025Juan Linietsky2015-12-121-0/+26
|
* -collision debug is shown above all else, fixes #2985Juan Linietsky2015-12-121-6/+17
|
* Fix for negative coords. Regarding issue #2665Brickcaster2015-10-241-3/+2
| | | int() of negative numbers rounds up. Needed to add a condition to account for negative values. Thanks to Romulox_x for providing this solution.
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-1/+19
| | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-0/+5
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* -new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky2015-05-031-5/+27
|