5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
74587a4927
Added get_used_cells_by_id method 3.0
2017-08-02 18:02:00 -04:00
4d2642b666
Readd tilemap's shape_transform and bugfixes
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This reverts commit a808f53020 .
2017-07-01 20:56:51 +03:00
a808f53020
Revert "Fix Tileset/tilemap issues related to my adding of one-way collisions to them"
2017-07-01 13:02:04 -03:00
80356f925c
Fix #9409 , fixup #9370 ; tileset now has shape transform instead of offset
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Fix bad return type in CollisionObject2D, Shape -> Shape2D. Was causing unintended null when casting. (9409)
Fix a misplaced ++ operator. (9370)
Fix merging with exiting tileset duplicating shapes. (9370)
2017-06-30 19:01:20 +03:00
f2bc0cc966
Merge pull request #9370 from bojidar-bg/c-9318-oneway-tilemaps
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Add one-way collisions and individual shape offsets for tilesets
2017-06-26 22:47:26 +02:00
f7b77e5b76
Merge pull request #9318 from bojidar-bg/readd-normal-tilemap
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Add normal map to tilemaps and tilesets
2017-06-26 22:47:11 +02:00
207feb2f87
Add one-way collisions and individual shape offsets for tilesets
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As requested in #9318
Accidentially fixes #2231 as well
2017-06-25 21:47:30 +03:00
e3998528e0
BuildSystem: generated files have .gen.extension
2017-06-25 07:55:01 +07:00
2edb082c7e
Add normal map to tilemaps and tilesets
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Fixes #9310
2017-06-22 18:15:50 +03:00
6c44fff508
Refactor layer_mask to collision_layer
2017-06-14 10:58:34 +07:00
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
d596946a45
Merge pull request #8271 from MattUV/master
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Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
2017-04-09 23:37:56 +02:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
6b5305b972
Add set/get_collision_layer/mask_bit() to TileMaps
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Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds:
* set_collision_layer_bit()
* set_collision_mask_bit()
* get_collision_layer_bit()
* get_collision_mask_bit()
To comply with collision layers' renaming from https://github.com/godotengine/godot/issues/5696 , the method names are NOT set/get_layer_mask_bit()
2017-04-06 23:27:55 +02:00
5dbf1809c6
A Whole New World (clang-format edition)
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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
2017-03-05 16:44:50 +01:00
962243f931
TileMap: Respect self_modulate property
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Now `TileMap`s make use of the `self_modulate` property.
There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate`
in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..)
I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
2017-03-05 11:42:01 +01:00
136e1e18ba
Add Rect2 TileMap::get_used_rect(), closes #4390
2017-02-20 23:02:03 +02:00
411ee71b4d
Rename the _MD macro to D_METHOD
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
0f687f0ccb
Remove use of _SCS from ADD_METHOD
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This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
94609305a0
Merge pull request #6519 from RandomShaper/enhance-tileset
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Add modulate (color) to TileSet tiles
2017-01-14 16:52:16 -03:00
93ab45b6b5
Style: Fix whole-line commented code
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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.
2017-01-14 14:52:23 +01:00
a2903fc51d
Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED
2017-01-12 20:35:46 -03:00
bc26f90581
Type renames:
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
4338c90163
It is now possible to name layers of different kinds!
2017-01-10 22:20:57 -03:00
2ab83e1abb
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
2017-01-07 18:26:38 -03:00
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
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-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
6428ebd91f
Merge pull request #7406 from neikeq/pr-issue-5076
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TileMap: _update_dirty_quadrants() cancel pending update pre return
2017-01-02 15:11:23 +01:00
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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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!
2017-01-01 22:03:33 +01:00
5b3acd287d
TileMap: _update_dirty_quadrants() cancel pending update pre return
2017-01-01 21:08:12 +01:00
86789c7071
Add modulate (color) to TileSet tiles
2016-11-30 14:33:39 +01:00
e07dd9ab32
TileMap now honors blending mode.
2016-11-24 21:28:10 +01:00
22d83bc9f6
Begining of GLES3 renderer:
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-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
2016-10-03 21:35:16 +02:00
fff4d5867c
Added Tile Origin = Bottom Left option to the TileMap
2016-06-20 12:18:53 +02:00
2a581835ca
Fix issues with tilemap covering child nodes and old quadrants
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Closes #4070
2016-03-18 18:57:26 +02:00
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
70cdfa681a
-Change link to new documentation
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-fixed bug in tilemap collision debug
2016-02-20 10:02:14 -03:00
5439937899
Bind method is_cell_transposed
2016-02-15 23:30:52 +01:00
a634fc7a4a
Added get_cellv() method to TileMap
2016-02-06 13:48:41 +01:00
a9dbe83155
TileMap: Properly flip/rotate tiles with non-square region
2016-01-04 15:28:11 +01:00
e22e0cecf7
TileMap: Consider texture offset for rotated tiles
2016-01-02 18:17:20 +01:00
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
5063cd7757
-Make tilemap able to change light mask, fixes #2557
2015-12-29 14:47:13 -03:00
f7b64a62d1
-renamed function get_relative_transform() to get_relative_transform_to_parent(), makes more sense
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-fixed newly introduced bug in onready keyword, fixes #3155
2015-12-28 21:05:57 -03:00
ec8f0d7eb9
ability to set occluder mask in tilemap, fixes #3025
2015-12-12 10:45:31 -03:00
9251298f46
-collision debug is shown above all else, fixes #2985
2015-12-12 08:11:36 -03:00
4e0511a8a0
Fix for negative coords. Regarding issue #2665
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int() of negative numbers rounds up. Needed to add a condition to account for negative values. Thanks to Romulox_x for providing this solution.
2015-10-24 21:47:48 -04:00