Commit Graph

412 Commits

Author SHA1 Message Date
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
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
94609305a0 Merge pull request #6519 from RandomShaper/enhance-tileset
Add modulate (color) to TileSet tiles
2017-01-14 16:52:16 -03:00
93ab45b6b5 Style: Fix whole-line commented code
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:
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
-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
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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
TileMap: _update_dirty_quadrants() cancel pending update pre return
2017-01-02 15:11:23 +01:00
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
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:
-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
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
-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
-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
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
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
59961c9914 Live edit WORK IN PROGRESS
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
af06843982 -new collision layer & mask system for 2D, for more flexible collision masking 2015-05-03 16:47:21 -03:00
4661a6e126 -try to avoid errors when path using ".." is present in script include, fixes #1703 2015-04-18 16:17:33 -03:00
be46be7801 -renamed function to get object from instance id
-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
3fddc9e55a fixed navigation tile issue, fixes #1581 2015-04-09 01:18:01 -03:00
7957709cb1 Fix compie error in TileMap::_fix_cell_transform(...) 2015-03-09 16:28:08 +08:00
09489e3a78 lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
196185d0be Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	scene/2d/tile_map.cpp
2015-02-15 18:21:35 +10:00
8bb1e19d73 Replace body_mode property with use_kinematic flag.
Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-14 06:43:50 +10:00
9d182e93a3 Added body mode property to TileMap to select between static and kinematic physics bodies. Kinematic allow use of TileMaps for moving platforms for example.
Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too.
And in order to fix the tileset I need to activate snapping for collision polygon vertices.
2015-02-13 20:49:21 +10:00
6a38ab1b43 Reorder tile transforms so transpose occurs before flips. Much more intuitive for flipping transposed tiles. 2015-02-13 10:56:53 +10:00
c613fb121b Moved wrapper function to TileMapEditor. 2015-02-11 21:40:50 +10:00
9171f71ff5 Revert variant arg length to 5 and add 5 arg wrapper function for TileMap set_cell. 2015-02-11 21:11:14 +10:00
c5bf43f6eb Working TileMap tile transpose transform. 2015-02-02 21:27:48 +10:00
a8b318871c Prep for tile transpose transform. 2015-01-19 23:07:25 +10:00
0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree

Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
371eac9bef -added custom metadata to physics shapes (2D only for now)
-gizmos are not displayed in camera preview
2014-10-16 00:06:34 -03:00