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* Skeleton for 2D WIPJuan Linietsky2018-05-031-3/+1
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* 2D Skeletons WORK IN PROGRESSJuan Linietsky2018-02-211-2/+5
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* Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky2018-02-211-2/+2
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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 Verschelde2018-01-041-3/+3
|\ | | | | renames "z" Node2D property to "z_index"
| * #15078 renamed "z" -> "z_index" property in Node2DJerome670002018-01-031-3/+3
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* -Ability to and unwrap lightmap coordinates on importJuan Linietsky2017-12-091-0/+1
| | | | | | | | -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
* Disabled filter clip by default and made it optional, fixes #12368, likely ↵Juan Linietsky2017-11-101-1/+1
| | | | others too
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky2017-08-191-1/+1
| | | | something else..
* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-301-0/+1
| | | | | | -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/+8
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* 2D GPU Particles working..Juan Linietsky2017-06-211-0/+1
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* Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-181-1/+1
| | | | 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/+6
| | | | support in Sprite so far.
* -Fixed occluder rendering, closes #8560Juan Linietsky2017-06-131-0/+1
| | | | -Ability to smooth out 2D shadow filters
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-86/+70
| | | | | | | | | | | | | | | | | | | | | | | | 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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* Type renames:Juan Linietsky2017-01-111-7/+7
| | | | | | | | | | | | 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 Linietsky2017-01-071-2/+2
| | | | renamed to PoolVector
* Improvement to y_sort: make clear which item has to be drawn firstlonesurvivor2017-01-031-1/+4
| | | | when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
* Begining of GLES3 renderer:Juan Linietsky2016-10-031-0/+214
-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