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* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-2/+2
| | | | | | -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 Linietsky2017-01-021-2/+2
| | | | | | | | 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!
* Rotation APIs: Better exposure for degrees methodsRémi Verschelde2016-05-061-2/+5
| | | | | | | | 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.
* remove trailing whitespaceHubert Jarosz2016-03-091-7/+7
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Added set_hidden method to Spatial and CanvasItemromulox_x2015-11-261-0/+1
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* Ability to keep collisionshapes and collisionpolygons when running the game.reduz2015-09-151-0/+5
| | | | | | | | | | Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun!
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* gui in 3D demo now uses area for inputJuan Linietsky2015-03-221-0/+1
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* added spatial and node2d helper methodsJuan Linietsky2015-03-221-0/+14
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-1/+1
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Fixing Issues...Juan Linietsky2014-09-191-0/+1
| | | | | | | - #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)
* Little BitsJuan Linietsky2014-08-141-1/+13
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Import 3D Scene ImprovementsJuan Linietsky2014-06-191-0/+6
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+166