aboutsummaryrefslogtreecommitdiff
path: root/scene/resources/curve.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
|
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-465/+359
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-62/+62
| | | | | | 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 Braam2017-02-131-11/+11
| | | | This saves typing and is a step towards fixing #56
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-3/+3
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Type renames:Juan Linietsky2017-01-111-32/+32
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-4/+4
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-62/+62
| | | | | | | | 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!
* Curve2D/3D: Add clear_points method.Andreas Haas2016-12-031-0/+19
| | | | | Adds a method to the Curve2D and Curve3D classes to easily clear the curve. So you don't have to remove each point manually.
* Fix curve bugAlgrin62016-07-211-3/+3
|
* remove trailing whitespaceHubert Jarosz2016-05-211-1/+1
|
* Fixed curve baking, now always start at origin pointHearto Lazor2016-04-151-1/+2
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -some cleanupsJuan Linietsky2015-04-301-0/+2
| | | | -added tesselation function to curve and curve2d
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* remove useless codequabug2015-01-161-16/+2
|
* fix bugquabug2015-01-161-2/+2
| | | | running into infinite loop if distance between two adjacent points in curve are too short.
* fixes CurveXD::interpolatef()UsernameIsAReservedWord2015-01-061-3/+3
| | | fixes Curve2D::interpolatef() and Curve3D::interpolatef() methods
* 2D Animation ImprovementsJuan Linietsky2014-07-061-173/+414
| | | | | | | | | -=-=-=-=-=-=-=-=-=--=-=-= -Ability to set 2D nodes as bones -Abity to set 2D nodes as IK chains -2D IK Solver -Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1145