Commit Graph

101 Commits

Author SHA1 Message Date
9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
b5251eb00f Don't compile editor-only function when tools=no 2020-01-09 22:15:48 +01:00
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
e6ebc43d72 Fixed antialiased option for Polygon2D / Line2D
Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.

Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.

Fixes #26823
2019-11-28 22:57:27 +01:00
a1b2364dba Altered rotation_degrees range 2019-09-30 20:43:57 +05:30
ebf2a4d553 Fix some issue with TileMap's and other nodes' boundaries
Fixes #30348
Addresses a small part of #30012
2019-07-08 12:35:52 +03:00
1b8f56c099 Clean up and fix some situations where triangulation may fail, closes #26366 2019-03-02 12:04:24 -03:00
623f7b64ae Updat polygons when skeleton setup changes, fixes #25949 2019-02-16 20:08:17 -03:00
9c69d7f339 Appease some CppCheck warns for files in the "scene" directory 2019-01-16 12:59:18 -02:00
e46f28e02d Removed splits in Polygon editor, replace by internal vertices and polygon support. 2019-01-08 19:11:08 -03:00
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
c48027af92 Ensure no crash happens when skeleton is removed, closes #20677 2018-11-23 09:35:43 -03:00
52466d57e9 Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
968886768b Lift 1440 limit in rotation_degrees hint range
Fixes #15947.
2018-08-16 14:36:38 +02:00
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
This commit makes operator[] on Vector const and adds a write proxy to it.  From
now on writes to Vectors need to happen through the .write proxy. So for
instance:

Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;

Failing to use the .write proxy will cause a compilation error.

In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.

_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
2018-07-26 00:54:16 +02:00
eeab3502d5 Changes to how node paths are selected from property, allowing setting a hint. 2018-06-27 20:50:25 -03:00
b3e4bc562c Skeleton for 2D WIP 2018-05-03 17:29:56 -03:00
4c3c510a80 WIP Polygon2D weight editing 2018-05-02 11:01:12 -03:00
72ed1e4244 Remove the selection rect for nodes that do not require it 2018-04-03 22:04:19 +02:00
125fc8cc44 Add a split editor to polygon 2D UV editor, moving an inch closer to adding support for in the future 2018-02-25 12:07:13 -03:00
8dad41e395 2D editor GUI input rework. Changes are:
- The input handling is done into several distinct functions, and the
  code is more consistent.
- The actions' history is more precise ("Edited CanvasItem"
  is now "Rotated CanvasItem","Moved CanvasItem",etc...)
- Fixed a little bug about input key events not forwarded correctly to plugins
- IK is followed by default when you move a bone node, the alt-key allow
  you to move it normally
2018-02-16 10:14:52 +01:00
9b8e8b2220 Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
459ee51338 Merge pull request #15093 from poke1024/canvas-editor-select
More exact picking for canvas editor
2018-01-03 11:15:28 +01:00
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
8505871a87 More exact picking for canvas editor 2017-12-27 20:24:58 +01:00
8d1f2b1857 Rework the canvas_item API for further improves to the canvas item editor 2017-11-19 13:36:31 +01:00
482e07af7e Unify degree members and properties 2017-11-10 12:52:07 +01:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
738d2ab969 Removed unnecessary assignments 2017-08-21 15:15:55 -04:00
8fc6bb8f77 Added polygon antialiasing, but it does not work on nvidia. Will have to try something else.. 2017-08-19 13:14:38 -03:00
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
2777f81d29 Add object type hint for docs 2017-07-23 18:57:03 +07:00
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
5dbf1809c6 A Whole New World (clang-format edition)
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
411ee71b4d Rename the _MD macro to D_METHOD
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
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
bc26f90581 Type renames:
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
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
-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.
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
c7bc44d5ad Welcome in 2017, dear changelog reader!
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
aa5ade834c Fix for #6158. Converting Vector2 to Size2 for scaling functions. 2016-09-19 23:31:45 -07:00
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
0d20ceeb61 Polygon2D now exposes vertex colors. 2016-05-23 03:40:45 +02:00
98c086edaf -fix forced texture repeat in Polygon2D, now depends on texture.
-added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
2015-04-28 22:05:01 -03:00
c79be979d4 Batch of Bugfixes
-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
2014-12-07 02:04:20 -03:00