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path: root/servers/visual/visual_server_canvas.cpp
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* Skeleton for 2D WIPJuan Linietsky2018-05-031-1/+5
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* Fix crash in `canvas_item_add_polyline` when passing more points than colorsrobfram2018-03-191-4/+8
| | | | | | | | | | | | | | When `p_points.size() > p_colors.size()`, it crashed with invalid array access to `p_colors`. Also, when `p_colors` was an empty `Vector` it crashed due a missing `else` checking the `size` condition, as the code handling that special case exists. This PR fixes the missing `else` for `p_colors.size == 0` and, following the `canvas_item_add_multiline` spirit, it only uses the first color for the whole polyline if points and colors differ in size. Fix #17621.
* 2D Skeletons WORK IN PROGRESSJuan Linietsky2018-02-211-6/+13
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* Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky2018-02-211-2/+6
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde2018-01-041-4/+4
|\ | | | | renames "z" Node2D property to "z_index"
| * #15078 renamed "z" -> "z_index" property in Node2DJerome670002018-01-031-4/+4
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Cleanup some #if 0'd codeRémi Verschelde2017-12-171-60/+0
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* -Ability to and unwrap lightmap coordinates on importJuan Linietsky2017-12-091-0/+85
| | | | | | | | -Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-1/+1
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Disable antialiasing for CanvasItem triangle arraysRémi Verschelde2017-08-281-0/+1
| | | | Fixes #10461 and supersedes #10645 as suggested by @bruvzg.
* Merge pull request #10676 from hpvb/speedup-_render_canvas_item_treeRémi Verschelde2017-08-281-8/+5
|\ | | | | Use memset to zero z_list
| * Use memset to zero z_listHein-Pieter van Braam2017-08-271-8/+5
| | | | | | | | | | | | | | | | | | | | | | Using gprof I found the engine spending 10 - 20% of time in the _render_canvas_item_tree function. The function profiles as using about 0.09ms. Swapping the loop with two memset() calls reduces the time spent in this function a lot, and the time per call to about 0.02ms. Likewise the render_canvas function was using ~10% of time, replacing the loop there dropped per-call time from 0.22ms to 0.18ms.
* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Added/Fixed null pointer checksWilson E. Alvarez2017-08-261-6/+8
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* Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky2017-08-191-1/+4
| | | | something else..
* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-2/+2
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-2/+2
| | | | Fixes #10244.
* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-2/+82
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* Order of 2D nodes in tree affects drawing properly again.Juan Linietsky2017-06-221-0/+12
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* 2D GPU Particles working..Juan Linietsky2017-06-211-0/+19
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* Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-181-1/+5
| | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-6/+12
| | | | support in Sprite so far.
* -Fixed occluder rendering, closes #8560Juan Linietsky2017-06-131-0/+7
| | | | -Ability to smooth out 2D shadow filters
* Fix build errorPoommetee Ketson2017-06-051-1/+0
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-3/+3
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* -Fix eternal black screen on WindowsJuan Linietsky2017-04-091-0/+3
| | | | -Disabled warnings on windows, need to properly set up warnings
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-502/+400
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+28
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-1/+1
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* 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.
* Type renames:Juan Linietsky2017-01-111-11/+11
| | | | | | | | | | | | 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 Linietsky2017-01-071-6/+6
| | | | renamed to PoolVector
* Begining of GLES3 renderer:Juan Linietsky2016-10-031-0/+1268
-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