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path: root/scene/main/viewport.cpp
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-7/+7
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Viewport: Fix undefined behaviour found by llvm sanitizer.Andreas Haas2017-04-021-2/+2
| | | | | When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()). This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-863/+648
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-70/+70
| | | | | | 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 Braam2017-02-131-21/+21
| | | | This saves typing and is a step towards fixing #56
* Ability to delete, drag and drop audio buses!Juan Linietsky2017-01-231-9/+67
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* WIP new AudioServer, with buses, effects, etc.Juan Linietsky2017-01-211-3/+22
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* Oops! Audio engine has vanished :DJuan Linietsky2017-01-151-18/+18
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* removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky2017-01-141-3/+3
| | | | added a check to detect this case in the future
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-21/+29
| | | | | 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.
* Renamed call_group to call_group_flags, made call_group without flags the ↵Juan Linietsky2017-01-141-3/+3
| | | | default
* Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky2017-01-131-1/+1
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* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-9/+9
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Type renames:Juan Linietsky2017-01-111-24/+24
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* - _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky2017-01-101-5/+6
| | | | | | | use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
* Groundbreaking!! Godot resources can now be flagged to be local to the scene ↵Juan Linietsky2017-01-101-14/+80
| | | | | | | | | being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
* -removed stop mouse and ignore mouse from control, which were confusing, ↵Juan Linietsky2017-01-081-2/+2
| | | | replaced by mouse filter
* renamed joystick to joypad everywhere around source code!Juan Linietsky2017-01-081-2/+2
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* renamed _input_event for GUI events to _gui_input, so it's more ↵Juan Linietsky2017-01-081-6/+6
| | | | differentiated than generalized _input
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-1/+1
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-13/+19
| | | | | | -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 Linietsky2017-01-021-71/+71
| | | | | | | | 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 Verschelde2017-01-021-184/+255
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * WIP particle systemJuan Linietsky2017-01-011-1/+47
| | | | | | | | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
| * Fixed many more bugs reported by ValgrindJuan Linietsky2016-12-231-1/+1
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| * can bake for omni and spotlightJuan Linietsky2016-12-221-0/+3
| | | | | | | | store normal when baking
| * Instancing is working! (hooray)Juan Linietsky2016-11-221-16/+0
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-0/+61
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| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-1/+1
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| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-78/+47
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-126/+134
| | | | | | | | | | | | | | | | -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
* | 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!
* | Added simple check to viewport, if matrix32 is invesile ↵Mateusz Adamczyk2016-10-081-0/+3
|/ | | | (https://github.com/godotengine/godot/issues/6296).
* Restore viewport set_world_2d functionalityFabio Alessandrelli2016-09-141-22/+32
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* Fix Viewport.get_mouse_pos() for specific situations, closes #1885Juan Linietsky2016-09-101-17/+14
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* UI navigation via JOYSTICK_MOTION.Andreas Haas2016-07-301-0/+1
| | | | | Previously, you could assign joystick axis events to "ui_*" actions but they had no effect. See https://godotengine.org/qa/6232
* Merge pull request #5881 from neikeq/pr-fix-propagationJuan Linietsky2016-07-241-6/+4
|\ | | | | Viewport: Replace obsolete "windows" group calls
| * Viewport: Replace obsolete "windows" group callsIgnacio Etcheverry2016-07-241-6/+4
| | | | | | | | - Fixes neighbour focusing event propagation not being stopped
* | Merge pull request #5803 from jarfil/issue/origin5695-prJuan Linietsky2016-07-241-1/+15
|\ \ | |/ |/| Fix tooltips blinking
| * Hide tooltip if new mouse position's tooltip is emptyJaroslaw Filiochowski2016-07-191-4/+10
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| * Don't start a new tooltip timer for the same tooltipJaroslaw Filiochowski2016-07-191-1/+9
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* | Properly transform sub-viewport input, closes #3580Juan Linietsky2016-07-181-4/+31
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* Fix own world option of Viewport.Franklin Sobrinho2016-07-081-1/+1
| | | | It happens when the viewport has WorldEnviroment child with a valid Enviroment
* Fixed the order of input, reverts #4384, closes #5361Juan Linietsky2016-07-011-9/+1
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* Color picker was getting too much focus, made it get not as much focus.Juan Linietsky2016-07-011-0/+8
| | | | This abuse of focus was the original culprit of #5354
* Invalidate key focus if not visible, fixes #5354Juan Linietsky2016-07-011-1/+6
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* Improved drag&drop to work as n-piggeon wants to use, closes #5342Juan Linietsky2016-07-011-15/+40
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