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author | Josh Chandler <j5d1c7@gmail.com> | 2020-04-28 11:04:07 -0400 |
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committer | Josh Chandler <j5d1c7@gmail.com> | 2021-07-03 15:08:17 -0400 |
commit | 879f84d8f8e7d9467bb9049b445d576916c847c0 (patch) | |
tree | e824ecb7e4670b4e0ede7de99f0f21e2254acec1 /scene/3d/skeleton_ik_3d.cpp | |
parent | e849dc1791cd064b3b9736ac91f0ae9fae3bc8d9 (diff) |
add viewport.get_camera_2d()
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
Diffstat (limited to 'scene/3d/skeleton_ik_3d.cpp')
0 files changed, 0 insertions, 0 deletions