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-rw-r--r--scene/2d/animated_sprite_2d.cpp27
-rw-r--r--scene/2d/animated_sprite_2d.h8
-rw-r--r--scene/2d/area_2d.cpp4
-rw-r--r--scene/2d/area_2d.h4
-rw-r--r--scene/2d/audio_listener_2d.cpp4
-rw-r--r--scene/2d/audio_listener_2d.h4
-rw-r--r--scene/2d/audio_stream_player_2d.cpp6
-rw-r--r--scene/2d/audio_stream_player_2d.h4
-rw-r--r--scene/2d/back_buffer_copy.cpp4
-rw-r--r--scene/2d/back_buffer_copy.h4
-rw-r--r--scene/2d/camera_2d.cpp6
-rw-r--r--scene/2d/camera_2d.h4
-rw-r--r--scene/2d/canvas_group.cpp4
-rw-r--r--scene/2d/canvas_group.h4
-rw-r--r--scene/2d/canvas_modulate.cpp4
-rw-r--r--scene/2d/canvas_modulate.h4
-rw-r--r--scene/2d/collision_object_2d.cpp6
-rw-r--r--scene/2d/collision_object_2d.h4
-rw-r--r--scene/2d/collision_polygon_2d.cpp4
-rw-r--r--scene/2d/collision_polygon_2d.h4
-rw-r--r--scene/2d/collision_shape_2d.cpp4
-rw-r--r--scene/2d/collision_shape_2d.h4
-rw-r--r--scene/2d/cpu_particles_2d.cpp33
-rw-r--r--scene/2d/cpu_particles_2d.h9
-rw-r--r--scene/2d/gpu_particles_2d.cpp16
-rw-r--r--scene/2d/gpu_particles_2d.h13
-rw-r--r--scene/2d/joint_2d.cpp4
-rw-r--r--scene/2d/joint_2d.h4
-rw-r--r--scene/2d/light_2d.cpp4
-rw-r--r--scene/2d/light_2d.h4
-rw-r--r--scene/2d/light_occluder_2d.cpp4
-rw-r--r--scene/2d/light_occluder_2d.h4
-rw-r--r--scene/2d/line_2d.cpp6
-rw-r--r--scene/2d/line_2d.h4
-rw-r--r--scene/2d/line_builder.cpp4
-rw-r--r--scene/2d/line_builder.h4
-rw-r--r--scene/2d/mesh_instance_2d.cpp4
-rw-r--r--scene/2d/mesh_instance_2d.h4
-rw-r--r--scene/2d/multimesh_instance_2d.cpp4
-rw-r--r--scene/2d/multimesh_instance_2d.h4
-rw-r--r--scene/2d/navigation_agent_2d.cpp4
-rw-r--r--scene/2d/navigation_agent_2d.h4
-rw-r--r--scene/2d/navigation_obstacle_2d.cpp4
-rw-r--r--scene/2d/navigation_obstacle_2d.h4
-rw-r--r--scene/2d/navigation_region_2d.cpp14
-rw-r--r--scene/2d/navigation_region_2d.h4
-rw-r--r--scene/2d/node_2d.cpp74
-rw-r--r--scene/2d/node_2d.h12
-rw-r--r--scene/2d/parallax_background.cpp4
-rw-r--r--scene/2d/parallax_background.h4
-rw-r--r--scene/2d/parallax_layer.cpp4
-rw-r--r--scene/2d/parallax_layer.h4
-rw-r--r--scene/2d/path_2d.cpp18
-rw-r--r--scene/2d/path_2d.h5
-rw-r--r--scene/2d/physical_bone_2d.cpp4
-rw-r--r--scene/2d/physical_bone_2d.h4
-rw-r--r--scene/2d/physics_body_2d.cpp76
-rw-r--r--scene/2d/physics_body_2d.h22
-rw-r--r--scene/2d/polygon_2d.cpp6
-rw-r--r--scene/2d/polygon_2d.h4
-rw-r--r--scene/2d/position_2d.cpp4
-rw-r--r--scene/2d/position_2d.h4
-rw-r--r--scene/2d/ray_cast_2d.cpp4
-rw-r--r--scene/2d/ray_cast_2d.h4
-rw-r--r--scene/2d/remote_transform_2d.cpp4
-rw-r--r--scene/2d/remote_transform_2d.h4
-rw-r--r--scene/2d/shape_cast_2d.cpp6
-rw-r--r--scene/2d/shape_cast_2d.h4
-rw-r--r--scene/2d/skeleton_2d.cpp6
-rw-r--r--scene/2d/skeleton_2d.h4
-rw-r--r--scene/2d/sprite_2d.cpp4
-rw-r--r--scene/2d/sprite_2d.h4
-rw-r--r--scene/2d/tile_map.cpp17
-rw-r--r--scene/2d/tile_map.h4
-rw-r--r--scene/2d/touch_screen_button.cpp4
-rw-r--r--scene/2d/touch_screen_button.h4
-rw-r--r--scene/2d/visible_on_screen_notifier_2d.cpp4
-rw-r--r--scene/2d/visible_on_screen_notifier_2d.h4
78 files changed, 336 insertions, 278 deletions
diff --git a/scene/2d/animated_sprite_2d.cpp b/scene/2d/animated_sprite_2d.cpp
index fad4784d51..4916eb573c 100644
--- a/scene/2d/animated_sprite_2d.cpp
+++ b/scene/2d/animated_sprite_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -122,13 +122,13 @@ void AnimatedSprite2D::_validate_property(PropertyInfo &property) const {
}
property.hint_string += String(E->get());
- if (animation == E) {
+ if (animation == E->get()) {
current_found = true;
}
}
if (!current_found) {
- if (property.hint_string == String()) {
+ if (property.hint_string.is_empty()) {
property.hint_string = String(animation);
} else {
property.hint_string = String(animation) + "," + property.hint_string;
@@ -366,7 +366,7 @@ void AnimatedSprite2D::_res_changed() {
update();
}
-void AnimatedSprite2D::_set_playing(bool p_playing) {
+void AnimatedSprite2D::set_playing(bool p_playing) {
if (playing == p_playing) {
return;
}
@@ -375,7 +375,7 @@ void AnimatedSprite2D::_set_playing(bool p_playing) {
set_process_internal(playing);
}
-bool AnimatedSprite2D::_is_playing() const {
+bool AnimatedSprite2D::is_playing() const {
return playing;
}
@@ -389,15 +389,11 @@ void AnimatedSprite2D::play(const StringName &p_animation, const bool p_backward
}
}
- _set_playing(true);
+ set_playing(true);
}
void AnimatedSprite2D::stop() {
- _set_playing(false);
-}
-
-bool AnimatedSprite2D::is_playing() const {
- return playing;
+ set_playing(false);
}
double AnimatedSprite2D::_get_frame_duration() {
@@ -455,12 +451,11 @@ void AnimatedSprite2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite2D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite2D::get_animation);
- ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite2D::_set_playing);
- ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite2D::_is_playing);
+ ClassDB::bind_method(D_METHOD("set_playing", "playing"), &AnimatedSprite2D::set_playing);
+ ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite2D::play, DEFVAL(StringName()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite2D::stop);
- ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite2D::is_playing);
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite2D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite2D::is_centered);
@@ -488,7 +483,7 @@ void AnimatedSprite2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation"), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing");
ADD_GROUP("Offset", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
diff --git a/scene/2d/animated_sprite_2d.h b/scene/2d/animated_sprite_2d.h
index ac4b20a6d9..b3af931ea2 100644
--- a/scene/2d/animated_sprite_2d.h
+++ b/scene/2d/animated_sprite_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -57,8 +57,6 @@ class AnimatedSprite2D : public Node2D {
double _get_frame_duration();
void _reset_timeout();
- void _set_playing(bool p_playing);
- bool _is_playing() const;
Rect2 _get_rect() const;
protected:
@@ -85,6 +83,8 @@ public:
void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
void stop();
+
+ void set_playing(bool p_playing);
bool is_playing() const;
void set_animation(const StringName &p_animation);
diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp
index 8db1491953..70b9b769cd 100644
--- a/scene/2d/area_2d.cpp
+++ b/scene/2d/area_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/area_2d.h b/scene/2d/area_2d.h
index 98ba270a61..68047ccebf 100644
--- a/scene/2d/area_2d.h
+++ b/scene/2d/area_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/audio_listener_2d.cpp b/scene/2d/audio_listener_2d.cpp
index f16e359a1d..8fae339756 100644
--- a/scene/2d/audio_listener_2d.cpp
+++ b/scene/2d/audio_listener_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/audio_listener_2d.h b/scene/2d/audio_listener_2d.h
index 454053bc4a..172d388efc 100644
--- a/scene/2d/audio_listener_2d.h
+++ b/scene/2d/audio_listener_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp
index 24da2ce9ce..a761d0d1ec 100644
--- a/scene/2d/audio_stream_player_2d.cpp
+++ b/scene/2d/audio_stream_player_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -97,7 +97,7 @@ void AudioStreamPlayer2D::_notification(int p_what) {
while (stream_playbacks.size() > max_polyphony) {
AudioServer::get_singleton()->stop_playback_stream(stream_playbacks[0]);
- stream_playbacks.remove(0);
+ stream_playbacks.remove_at(0);
}
}
}
diff --git a/scene/2d/audio_stream_player_2d.h b/scene/2d/audio_stream_player_2d.h
index 5360fd4934..73b09e432f 100644
--- a/scene/2d/audio_stream_player_2d.h
+++ b/scene/2d/audio_stream_player_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/back_buffer_copy.cpp b/scene/2d/back_buffer_copy.cpp
index 539a66b881..c411aaf411 100644
--- a/scene/2d/back_buffer_copy.cpp
+++ b/scene/2d/back_buffer_copy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/back_buffer_copy.h b/scene/2d/back_buffer_copy.h
index 6bdb3aaab2..4e7cac1f3e 100644
--- a/scene/2d/back_buffer_copy.h
+++ b/scene/2d/back_buffer_copy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp
index bf5671be19..f4c0665f36 100644
--- a/scene/2d/camera_2d.cpp
+++ b/scene/2d/camera_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -176,7 +176,7 @@ Transform2D Camera2D::get_camera_transform() {
Rect2 screen_rect(-screen_offset + ret_camera_pos, screen_size * zoom);
- if (!limit_smoothing_enabled) {
+ if (!smoothing_enabled || !limit_smoothing_enabled) {
if (screen_rect.position.x < limit[SIDE_LEFT]) {
screen_rect.position.x = limit[SIDE_LEFT];
}
diff --git a/scene/2d/camera_2d.h b/scene/2d/camera_2d.h
index d697515547..662bee3612 100644
--- a/scene/2d/camera_2d.h
+++ b/scene/2d/camera_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_group.cpp b/scene/2d/canvas_group.cpp
index ee025b6dfc..37a858330c 100644
--- a/scene/2d/canvas_group.cpp
+++ b/scene/2d/canvas_group.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_group.h b/scene/2d/canvas_group.h
index b487d7a098..9bc1772ee2 100644
--- a/scene/2d/canvas_group.h
+++ b/scene/2d/canvas_group.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_modulate.cpp b/scene/2d/canvas_modulate.cpp
index 4de99959a3..d0abed4a0c 100644
--- a/scene/2d/canvas_modulate.cpp
+++ b/scene/2d/canvas_modulate.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_modulate.h b/scene/2d/canvas_modulate.h
index 3d85a92a11..ec37449f8f 100644
--- a/scene/2d/canvas_modulate.h
+++ b/scene/2d/canvas_modulate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp
index 4b348f12e6..0f4e3c8bed 100644
--- a/scene/2d/collision_object_2d.cpp
+++ b/scene/2d/collision_object_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -434,7 +434,7 @@ void CollisionObject2D::shape_owner_remove_shape(uint32_t p_owner, int p_shape)
PhysicsServer2D::get_singleton()->body_remove_shape(rid, index_to_remove);
}
- shapes[p_owner].shapes.remove(p_shape);
+ shapes[p_owner].shapes.remove_at(p_shape);
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
for (int i = 0; i < E.value.shapes.size(); i++) {
diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h
index 19abacb201..9463b2c429 100644
--- a/scene/2d/collision_object_2d.h
+++ b/scene/2d/collision_object_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp
index 00bfa62449..9bc3226851 100644
--- a/scene/2d/collision_polygon_2d.cpp
+++ b/scene/2d/collision_polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/collision_polygon_2d.h
index 6b32923010..e18022ab7e 100644
--- a/scene/2d/collision_polygon_2d.h
+++ b/scene/2d/collision_polygon_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp
index c7742c7ba5..18426c088d 100644
--- a/scene/2d/collision_shape_2d.cpp
+++ b/scene/2d/collision_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_shape_2d.h b/scene/2d/collision_shape_2d.h
index eaf72627c8..dbc81e8424 100644
--- a/scene/2d/collision_shape_2d.h
+++ b/scene/2d/collision_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 80c17b6e88..f62e7f24e3 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -398,6 +398,14 @@ Ref<Gradient> CPUParticles2D::get_color_ramp() const {
return color_ramp;
}
+void CPUParticles2D::set_color_initial_ramp(const Ref<Gradient> &p_ramp) {
+ color_initial_ramp = p_ramp;
+}
+
+Ref<Gradient> CPUParticles2D::get_color_initial_ramp() const {
+ return color_initial_ramp;
+}
+
void CPUParticles2D::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {
ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX);
particle_flags[p_particle_flag] = p_enable;
@@ -727,9 +735,15 @@ void CPUParticles2D::_particles_process(double p_delta) {
p.hue_rot_rand = Math::randf();
p.anim_offset_rand = Math::randf();
+ if (color_initial_ramp.is_valid()) {
+ p.start_color_rand = color_initial_ramp->get_color_at_offset(Math::randf());
+ } else {
+ p.start_color_rand = Color(1, 1, 1, 1);
+ }
+
real_t angle1_rad = direction.angle() + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
Vector2 rot = Vector2(Math::cos(angle1_rad), Math::sin(angle1_rad));
- p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], Math::randf());
+ p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], (real_t)Math::randf());
real_t base_angle = tex_angle * Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand);
p.rotation = Math::deg2rad(base_angle);
@@ -890,7 +904,7 @@ void CPUParticles2D::_particles_process(double p_delta) {
real_t base_angle = (tex_angle)*Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand);
base_angle += p.custom[1] * lifetime * tex_angular_velocity * Math::lerp(parameters_min[PARAM_ANGULAR_VELOCITY], parameters_max[PARAM_ANGULAR_VELOCITY], rand_from_seed(alt_seed));
p.rotation = Math::deg2rad(base_angle); //angle
- p.custom[2] = tex_anim_offset * Math::lerp(parameters_min[PARAM_ANIM_OFFSET], parameters_max[PARAM_ANIM_OFFSET], p.anim_offset_rand) + p.custom[1] * tex_anim_speed * Math::lerp(parameters_min[PARAM_ANIM_SPEED], parameters_max[PARAM_ANIM_SPEED], rand_from_seed(alt_seed));
+ p.custom[2] = tex_anim_offset * Math::lerp(parameters_min[PARAM_ANIM_OFFSET], parameters_max[PARAM_ANIM_OFFSET], p.anim_offset_rand) + tv * tex_anim_speed * Math::lerp(parameters_min[PARAM_ANIM_SPEED], parameters_max[PARAM_ANIM_SPEED], rand_from_seed(alt_seed));
}
//apply color
//apply hue rotation
@@ -946,7 +960,7 @@ void CPUParticles2D::_particles_process(double p_delta) {
p.color.g = color_rgb.y;
p.color.b = color_rgb.z;
- p.color *= p.base_color;
+ p.color *= p.base_color * p.start_color_rand;
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
@@ -1173,6 +1187,11 @@ void CPUParticles2D::convert_from_particles(Node *p_particles) {
set_color_ramp(gt->get_gradient());
}
+ Ref<GradientTexture1D> gti = material->get_color_initial_ramp();
+ if (gti.is_valid()) {
+ set_color_initial_ramp(gti->get_gradient());
+ }
+
set_particle_flag(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, material->get_particle_flag(ParticlesMaterial::PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY));
set_emission_shape(EmissionShape(material->get_emission_shape()));
@@ -1295,6 +1314,9 @@ void CPUParticles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &CPUParticles2D::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &CPUParticles2D::get_color_ramp);
+ ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &CPUParticles2D::set_color_initial_ramp);
+ ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &CPUParticles2D::get_color_initial_ramp);
+
ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &CPUParticles2D::set_particle_flag);
ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &CPUParticles2D::get_particle_flag);
@@ -1386,6 +1408,7 @@ void CPUParticles2D::_bind_methods() {
ADD_GROUP("Color", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_initial_ramp", "get_color_initial_ramp");
ADD_GROUP("Hue Variation", "hue_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION);
diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h
index 391f51224e..8c8f161d74 100644
--- a/scene/2d/cpu_particles_2d.h
+++ b/scene/2d/cpu_particles_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -89,6 +89,7 @@ private:
real_t scale_rand = 0.0;
real_t hue_rot_rand = 0.0;
real_t anim_offset_rand = 0.0;
+ Color start_color_rand;
double time = 0.0;
double lifetime = 0.0;
Color base_color;
@@ -156,6 +157,7 @@ private:
Ref<Curve> curve_parameters[PARAM_MAX];
Color color;
Ref<Gradient> color_ramp;
+ Ref<Gradient> color_initial_ramp;
bool particle_flags[PARTICLE_FLAG_MAX];
@@ -250,6 +252,9 @@ public:
void set_color_ramp(const Ref<Gradient> &p_ramp);
Ref<Gradient> get_color_ramp() const;
+ void set_color_initial_ramp(const Ref<Gradient> &p_ramp);
+ Ref<Gradient> get_color_initial_ramp() const;
+
void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
bool get_particle_flag(ParticleFlags p_particle_flag) const;
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp
index f1f4d1b769..8c8f794298 100644
--- a/scene/2d/gpu_particles_2d.cpp
+++ b/scene/2d/gpu_particles_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -170,6 +170,13 @@ void GPUParticles2D::set_trail_section_subdivisions(int p_subdivisions) {
update();
}
+#ifdef TOOLS_ENABLED
+void GPUParticles2D::set_show_visibility_rect(bool p_show_visibility_rect) {
+ show_visibility_rect = p_show_visibility_rect;
+ update();
+}
+#endif
+
bool GPUParticles2D::is_trail_enabled() const {
return trail_enabled;
}
@@ -452,7 +459,7 @@ void GPUParticles2D::_notification(int p_what) {
RS::get_singleton()->canvas_item_add_particles(get_canvas_item(), particles, texture_rid);
#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_editor_hint() && (this == get_tree()->get_edited_scene_root() || get_tree()->get_edited_scene_root()->is_ancestor_of(this))) {
+ if (show_visibility_rect) {
draw_rect(visibility_rect, Color(0, 0.7, 0.9, 0.4), false);
}
#endif
@@ -588,6 +595,9 @@ GPUParticles2D::GPUParticles2D() {
set_speed_scale(1);
set_fixed_fps(30);
set_collision_base_size(collision_base_size);
+#ifdef TOOLS_ENABLED
+ show_visibility_rect = false;
+#endif
}
GPUParticles2D::~GPUParticles2D() {
diff --git a/scene/2d/gpu_particles_2d.h b/scene/2d/gpu_particles_2d.h
index d7eee461b4..aa9a8da129 100644
--- a/scene/2d/gpu_particles_2d.h
+++ b/scene/2d/gpu_particles_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -58,7 +58,9 @@ private:
bool local_coords;
int fixed_fps;
bool fractional_delta;
-
+#ifdef TOOLS_ENABLED
+ bool show_visibility_rect;
+#endif
Ref<Material> process_material;
DrawOrder draw_order;
@@ -81,7 +83,6 @@ protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const override;
void _notification(int p_what);
-
void _update_collision_size();
public:
@@ -102,6 +103,10 @@ public:
void set_trail_sections(int p_sections);
void set_trail_section_subdivisions(int p_subdivisions);
+#ifdef TOOLS_ENABLED
+ void set_show_visibility_rect(bool p_show_visibility_rect);
+#endif
+
bool is_emitting() const;
int get_amount() const;
double get_lifetime() const;
diff --git a/scene/2d/joint_2d.cpp b/scene/2d/joint_2d.cpp
index 8a528151cf..62a77fb969 100644
--- a/scene/2d/joint_2d.cpp
+++ b/scene/2d/joint_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/joint_2d.h b/scene/2d/joint_2d.h
index 0c3956e463..e3cd600cbd 100644
--- a/scene/2d/joint_2d.h
+++ b/scene/2d/joint_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/light_2d.cpp b/scene/2d/light_2d.cpp
index 66c0f979ae..f496e1aac2 100644
--- a/scene/2d/light_2d.cpp
+++ b/scene/2d/light_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/light_2d.h b/scene/2d/light_2d.h
index d9ecd81f1c..f7b1f420e3 100644
--- a/scene/2d/light_2d.h
+++ b/scene/2d/light_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/light_occluder_2d.cpp b/scene/2d/light_occluder_2d.cpp
index fdc28f81c2..0a7e4c8841 100644
--- a/scene/2d/light_occluder_2d.cpp
+++ b/scene/2d/light_occluder_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/light_occluder_2d.h b/scene/2d/light_occluder_2d.h
index b4a48d1062..4f8c6d20df 100644
--- a/scene/2d/light_occluder_2d.h
+++ b/scene/2d/light_occluder_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/line_2d.cpp b/scene/2d/line_2d.cpp
index 37eb45c21d..1a6aaecaa8 100644
--- a/scene/2d/line_2d.cpp
+++ b/scene/2d/line_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -148,7 +148,7 @@ void Line2D::add_point(Vector2 p_pos, int p_atpos) {
}
void Line2D::remove_point(int i) {
- _points.remove(i);
+ _points.remove_at(i);
update();
}
diff --git a/scene/2d/line_2d.h b/scene/2d/line_2d.h
index 5e7eb4bac9..5322c5a5fe 100644
--- a/scene/2d/line_2d.h
+++ b/scene/2d/line_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
index 05d77f8224..25eb9b9851 100644
--- a/scene/2d/line_builder.cpp
+++ b/scene/2d/line_builder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/line_builder.h b/scene/2d/line_builder.h
index 16c88d00e9..e50acc9ce4 100644
--- a/scene/2d/line_builder.h
+++ b/scene/2d/line_builder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/mesh_instance_2d.cpp b/scene/2d/mesh_instance_2d.cpp
index 58bff97da9..5f8a46ad2e 100644
--- a/scene/2d/mesh_instance_2d.cpp
+++ b/scene/2d/mesh_instance_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/mesh_instance_2d.h b/scene/2d/mesh_instance_2d.h
index f94d53da7d..0647d1ddd9 100644
--- a/scene/2d/mesh_instance_2d.h
+++ b/scene/2d/mesh_instance_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/multimesh_instance_2d.cpp b/scene/2d/multimesh_instance_2d.cpp
index 1bff2f337d..e1af99d931 100644
--- a/scene/2d/multimesh_instance_2d.cpp
+++ b/scene/2d/multimesh_instance_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/multimesh_instance_2d.h b/scene/2d/multimesh_instance_2d.h
index 213cbd19b0..37d0d24f8f 100644
--- a/scene/2d/multimesh_instance_2d.h
+++ b/scene/2d/multimesh_instance_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp
index 7faa964407..00d0996e08 100644
--- a/scene/2d/navigation_agent_2d.cpp
+++ b/scene/2d/navigation_agent_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_agent_2d.h b/scene/2d/navigation_agent_2d.h
index 052cd78a56..dcedc6506a 100644
--- a/scene/2d/navigation_agent_2d.h
+++ b/scene/2d/navigation_agent_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_obstacle_2d.cpp b/scene/2d/navigation_obstacle_2d.cpp
index 8802a1098a..e5df089771 100644
--- a/scene/2d/navigation_obstacle_2d.cpp
+++ b/scene/2d/navigation_obstacle_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_obstacle_2d.h b/scene/2d/navigation_obstacle_2d.h
index a5603f059f..2a0ef14e73 100644
--- a/scene/2d/navigation_obstacle_2d.h
+++ b/scene/2d/navigation_obstacle_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/navigation_region_2d.cpp b/scene/2d/navigation_region_2d.cpp
index 204ed72878..34f5830d8d 100644
--- a/scene/2d/navigation_region_2d.cpp
+++ b/scene/2d/navigation_region_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -207,7 +207,7 @@ void NavigationPolygon::set_outline(int p_idx, const Vector<Vector2> &p_outline)
void NavigationPolygon::remove_outline(int p_idx) {
ERR_FAIL_INDEX(p_idx, outlines.size());
- outlines.remove(p_idx);
+ outlines.remove_at(p_idx);
rect_cache_dirty = true;
}
@@ -363,10 +363,10 @@ void NavigationRegion2D::set_enabled(bool p_enabled) {
if (!enabled) {
NavigationServer2D::get_singleton()->region_set_map(region, RID());
- NavigationServer2D::get_singleton()->disconnect("map_changed", callable_mp(this, &NavigationRegion2D::_map_changed));
+ NavigationServer2D::get_singleton_mut()->disconnect("map_changed", callable_mp(this, &NavigationRegion2D::_map_changed));
} else {
NavigationServer2D::get_singleton()->region_set_map(region, get_world_2d()->get_navigation_map());
- NavigationServer2D::get_singleton()->connect("map_changed", callable_mp(this, &NavigationRegion2D::_map_changed));
+ NavigationServer2D::get_singleton_mut()->connect("map_changed", callable_mp(this, &NavigationRegion2D::_map_changed));
}
if (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_navigation_hint()) {
@@ -402,7 +402,7 @@ void NavigationRegion2D::_notification(int p_what) {
case NOTIFICATION_ENTER_TREE: {
if (enabled) {
NavigationServer2D::get_singleton()->region_set_map(region, get_world_2d()->get_navigation_map());
- NavigationServer2D::get_singleton()->connect("map_changed", callable_mp(this, &NavigationRegion2D::_map_changed));
+ NavigationServer2D::get_singleton_mut()->connect("map_changed", callable_mp(this, &NavigationRegion2D::_map_changed));
}
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
@@ -411,7 +411,7 @@ void NavigationRegion2D::_notification(int p_what) {
case NOTIFICATION_EXIT_TREE: {
NavigationServer2D::get_singleton()->region_set_map(region, RID());
if (enabled) {
- NavigationServer2D::get_singleton()->disconnect("map_changed", callable_mp(this, &NavigationRegion2D::_map_changed));
+ NavigationServer2D::get_singleton_mut()->disconnect("map_changed", callable_mp(this, &NavigationRegion2D::_map_changed));
}
} break;
case NOTIFICATION_DRAW: {
diff --git a/scene/2d/navigation_region_2d.h b/scene/2d/navigation_region_2d.h
index 2db8d70791..012debb584 100644
--- a/scene/2d/navigation_region_2d.h
+++ b/scene/2d/navigation_region_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp
index 6a8788ee6e..9331340e1b 100644
--- a/scene/2d/node_2d.cpp
+++ b/scene/2d/node_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -42,9 +42,9 @@ Dictionary Node2D::_edit_get_state() const {
}
void Node2D::_edit_set_state(const Dictionary &p_state) {
- pos = p_state["position"];
- angle = p_state["rotation"];
- _scale = p_state["scale"];
+ position = p_state["position"];
+ rotation = p_state["rotation"];
+ scale = p_state["scale"];
skew = p_state["skew"];
_update_transform();
@@ -55,7 +55,7 @@ void Node2D::_edit_set_position(const Point2 &p_position) {
}
Point2 Node2D::_edit_get_position() const {
- return pos;
+ return position;
}
void Node2D::_edit_set_scale(const Size2 &p_scale) {
@@ -63,16 +63,16 @@ void Node2D::_edit_set_scale(const Size2 &p_scale) {
}
Size2 Node2D::_edit_get_scale() const {
- return _scale;
+ return scale;
}
void Node2D::_edit_set_rotation(real_t p_rotation) {
- angle = p_rotation;
+ rotation = p_rotation;
_update_transform();
}
real_t Node2D::_edit_get_rotation() const {
- return angle;
+ return rotation;
}
bool Node2D::_edit_use_rotation() const {
@@ -85,48 +85,44 @@ void Node2D::_edit_set_rect(const Rect2 &p_edit_rect) {
Rect2 r = _edit_get_rect();
Vector2 zero_offset;
- if (r.size.x != 0) {
- zero_offset.x = -r.position.x / r.size.x;
- }
- if (r.size.y != 0) {
- zero_offset.y = -r.position.y / r.size.y;
- }
-
Size2 new_scale(1, 1);
if (r.size.x != 0) {
+ zero_offset.x = -r.position.x / r.size.x;
new_scale.x = p_edit_rect.size.x / r.size.x;
}
+
if (r.size.y != 0) {
+ zero_offset.y = -r.position.y / r.size.y;
new_scale.y = p_edit_rect.size.y / r.size.y;
}
Point2 new_pos = p_edit_rect.position + p_edit_rect.size * zero_offset;
Transform2D postxf;
- postxf.set_rotation_scale_and_skew(angle, _scale, skew);
+ postxf.set_rotation_scale_and_skew(rotation, scale, skew);
new_pos = postxf.xform(new_pos);
- pos += new_pos;
- _scale *= new_scale;
+ position += new_pos;
+ scale *= new_scale;
_update_transform();
}
#endif
void Node2D::_update_xform_values() {
- pos = _mat.elements[2];
- angle = _mat.get_rotation();
- _scale = _mat.get_scale();
- skew = _mat.get_skew();
+ position = transform.elements[2];
+ rotation = transform.get_rotation();
+ scale = transform.get_scale();
+ skew = transform.get_skew();
_xform_dirty = false;
}
void Node2D::_update_transform() {
- _mat.set_rotation_scale_and_skew(angle, _scale, skew);
- _mat.elements[2] = pos;
+ transform.set_rotation_scale_and_skew(rotation, scale, skew);
+ transform.elements[2] = position;
- RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), _mat);
+ RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), transform);
if (!is_inside_tree()) {
return;
@@ -139,7 +135,7 @@ void Node2D::set_position(const Point2 &p_pos) {
if (_xform_dirty) {
((Node2D *)this)->_update_xform_values();
}
- pos = p_pos;
+ position = p_pos;
_update_transform();
}
@@ -147,7 +143,7 @@ void Node2D::set_rotation(real_t p_radians) {
if (_xform_dirty) {
((Node2D *)this)->_update_xform_values();
}
- angle = p_radians;
+ rotation = p_radians;
_update_transform();
}
@@ -163,13 +159,13 @@ void Node2D::set_scale(const Size2 &p_scale) {
if (_xform_dirty) {
((Node2D *)this)->_update_xform_values();
}
- _scale = p_scale;
+ scale = p_scale;
// Avoid having 0 scale values, can lead to errors in physics and rendering.
- if (Math::is_zero_approx(_scale.x)) {
- _scale.x = CMP_EPSILON;
+ if (Math::is_zero_approx(scale.x)) {
+ scale.x = CMP_EPSILON;
}
- if (Math::is_zero_approx(_scale.y)) {
- _scale.y = CMP_EPSILON;
+ if (Math::is_zero_approx(scale.y)) {
+ scale.y = CMP_EPSILON;
}
_update_transform();
}
@@ -178,7 +174,7 @@ Point2 Node2D::get_position() const {
if (_xform_dirty) {
((Node2D *)this)->_update_xform_values();
}
- return pos;
+ return position;
}
real_t Node2D::get_rotation() const {
@@ -186,7 +182,7 @@ real_t Node2D::get_rotation() const {
((Node2D *)this)->_update_xform_values();
}
- return angle;
+ return rotation;
}
real_t Node2D::get_skew() const {
@@ -202,11 +198,11 @@ Size2 Node2D::get_scale() const {
((Node2D *)this)->_update_xform_values();
}
- return _scale;
+ return scale;
}
Transform2D Node2D::get_transform() const {
- return _mat;
+ return transform;
}
void Node2D::rotate(real_t p_radians) {
@@ -287,10 +283,10 @@ void Node2D::set_global_scale(const Size2 &p_scale) {
}
void Node2D::set_transform(const Transform2D &p_transform) {
- _mat = p_transform;
+ transform = p_transform;
_xform_dirty = true;
- RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), _mat);
+ RenderingServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), transform);
if (!is_inside_tree()) {
return;
diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h
index 3e66541e32..69d14f82ad 100644
--- a/scene/2d/node_2d.h
+++ b/scene/2d/node_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,15 +36,15 @@
class Node2D : public CanvasItem {
GDCLASS(Node2D, CanvasItem);
- Point2 pos;
- real_t angle = 0.0;
- Size2 _scale = Vector2(1, 1);
+ Point2 position;
+ real_t rotation = 0.0;
+ Size2 scale = Vector2(1, 1);
real_t skew = 0.0;
int z_index = 0;
bool z_relative = true;
bool y_sort_enabled = false;
- Transform2D _mat;
+ Transform2D transform;
bool _xform_dirty = false;
diff --git a/scene/2d/parallax_background.cpp b/scene/2d/parallax_background.cpp
index 4870ae614b..f75baaab0f 100644
--- a/scene/2d/parallax_background.cpp
+++ b/scene/2d/parallax_background.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_background.h b/scene/2d/parallax_background.h
index 3745c5b587..1a3cb43999 100644
--- a/scene/2d/parallax_background.h
+++ b/scene/2d/parallax_background.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_layer.cpp b/scene/2d/parallax_layer.cpp
index 797e2e59cb..ff572c9b9a 100644
--- a/scene/2d/parallax_layer.cpp
+++ b/scene/2d/parallax_layer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_layer.h b/scene/2d/parallax_layer.h
index cc2d2e096e..b4dcf0ea61 100644
--- a/scene/2d/parallax_layer.h
+++ b/scene/2d/parallax_layer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index ed30e871d7..4f24b0e004 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -100,16 +100,18 @@ void Path2D::_notification(int p_what) {
#endif
const Color color = Color(0.5, 0.6, 1.0, 0.7);
- for (int i = 0; i < curve->get_point_count(); i++) {
- Vector2 prev_p = curve->get_point_position(i);
+ _cached_draw_pts.resize(curve->get_point_count() * 8);
+ int count = 0;
- for (int j = 1; j <= 8; j++) {
- real_t frac = j / 8.0;
+ for (int i = 0; i < curve->get_point_count(); i++) {
+ for (int j = 0; j < 8; j++) {
+ real_t frac = j * (1.0 / 8.0);
Vector2 p = curve->interpolate(i, frac);
- draw_line(prev_p, p, color, line_width);
- prev_p = p;
+ _cached_draw_pts.set(count++, p);
}
}
+
+ draw_polyline(_cached_draw_pts, color, line_width, true);
}
}
diff --git a/scene/2d/path_2d.h b/scene/2d/path_2d.h
index 3b12f025fc..bc55f84831 100644
--- a/scene/2d/path_2d.h
+++ b/scene/2d/path_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -38,6 +38,7 @@ class Path2D : public Node2D {
GDCLASS(Path2D, Node2D);
Ref<Curve2D> curve;
+ Vector<Vector2> _cached_draw_pts;
void _curve_changed();
diff --git a/scene/2d/physical_bone_2d.cpp b/scene/2d/physical_bone_2d.cpp
index c1b0bc35dd..1fc4b651d8 100644
--- a/scene/2d/physical_bone_2d.cpp
+++ b/scene/2d/physical_bone_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/physical_bone_2d.h b/scene/2d/physical_bone_2d.h
index 8b41f75c3e..9f31c22031 100644
--- a/scene/2d/physical_bone_2d.h
+++ b/scene/2d/physical_bone_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index f0e51097db..b2cc8164b6 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -809,32 +809,44 @@ void RigidDynamicBody2D::apply_torque_impulse(real_t p_torque) {
PhysicsServer2D::get_singleton()->body_apply_torque_impulse(get_rid(), p_torque);
}
-void RigidDynamicBody2D::set_applied_force(const Vector2 &p_force) {
- PhysicsServer2D::get_singleton()->body_set_applied_force(get_rid(), p_force);
-};
+void RigidDynamicBody2D::apply_central_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_apply_central_force(get_rid(), p_force);
+}
-Vector2 RigidDynamicBody2D::get_applied_force() const {
- return PhysicsServer2D::get_singleton()->body_get_applied_force(get_rid());
-};
+void RigidDynamicBody2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) {
+ PhysicsServer2D::get_singleton()->body_apply_force(get_rid(), p_force, p_position);
+}
-void RigidDynamicBody2D::set_applied_torque(const real_t p_torque) {
- PhysicsServer2D::get_singleton()->body_set_applied_torque(get_rid(), p_torque);
-};
+void RigidDynamicBody2D::apply_torque(real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_apply_torque(get_rid(), p_torque);
+}
-real_t RigidDynamicBody2D::get_applied_torque() const {
- return PhysicsServer2D::get_singleton()->body_get_applied_torque(get_rid());
-};
+void RigidDynamicBody2D::add_constant_central_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
+}
-void RigidDynamicBody2D::add_central_force(const Vector2 &p_force) {
- PhysicsServer2D::get_singleton()->body_add_central_force(get_rid(), p_force);
+void RigidDynamicBody2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) {
+ PhysicsServer2D::get_singleton()->body_add_constant_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody2D::add_force(const Vector2 &p_force, const Vector2 &p_position) {
- PhysicsServer2D::get_singleton()->body_add_force(get_rid(), p_force, p_position);
+void RigidDynamicBody2D::add_constant_torque(const real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
}
-void RigidDynamicBody2D::add_torque(const real_t p_torque) {
- PhysicsServer2D::get_singleton()->body_add_torque(get_rid(), p_torque);
+void RigidDynamicBody2D::set_constant_force(const Vector2 &p_force) {
+ PhysicsServer2D::get_singleton()->body_set_constant_force(get_rid(), p_force);
+}
+
+Vector2 RigidDynamicBody2D::get_constant_force() const {
+ return PhysicsServer2D::get_singleton()->body_get_constant_force(get_rid());
+}
+
+void RigidDynamicBody2D::set_constant_torque(real_t p_torque) {
+ PhysicsServer2D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
+}
+
+real_t RigidDynamicBody2D::get_constant_torque() const {
+ return PhysicsServer2D::get_singleton()->body_get_constant_torque(get_rid());
}
void RigidDynamicBody2D::set_continuous_collision_detection_mode(CCDMode p_mode) {
@@ -979,15 +991,19 @@ void RigidDynamicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody2D::apply_impulse, Vector2());
ClassDB::bind_method(D_METHOD("apply_torque_impulse", "torque"), &RigidDynamicBody2D::apply_torque_impulse);
- ClassDB::bind_method(D_METHOD("set_applied_force", "force"), &RigidDynamicBody2D::set_applied_force);
- ClassDB::bind_method(D_METHOD("get_applied_force"), &RigidDynamicBody2D::get_applied_force);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody2D::apply_central_force);
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody2D::apply_force, Vector2());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody2D::apply_torque);
+
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody2D::add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody2D::add_constant_force, Vector2());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody2D::add_constant_torque);
- ClassDB::bind_method(D_METHOD("set_applied_torque", "torque"), &RigidDynamicBody2D::set_applied_torque);
- ClassDB::bind_method(D_METHOD("get_applied_torque"), &RigidDynamicBody2D::get_applied_torque);
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody2D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody2D::get_constant_force);
- ClassDB::bind_method(D_METHOD("add_central_force", "force"), &RigidDynamicBody2D::add_central_force);
- ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &RigidDynamicBody2D::add_force, Vector2());
- ClassDB::bind_method(D_METHOD("add_torque", "torque"), &RigidDynamicBody2D::add_torque);
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody2D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody2D::get_constant_torque);
ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody2D::set_sleeping);
ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody2D::is_sleeping);
@@ -1032,9 +1048,9 @@ void RigidDynamicBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
- ADD_GROUP("Applied Forces", "applied_");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "applied_force"), "set_applied_force", "get_applied_force");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "applied_torque"), "set_applied_torque", "get_applied_torque");
+ ADD_GROUP("Constant Forces", "constant_");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant_force"), "set_constant_force", "get_constant_force");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant_torque"), "set_constant_torque", "get_constant_torque");
ADD_SIGNAL(MethodInfo("body_shape_entered", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
ADD_SIGNAL(MethodInfo("body_shape_exited", PropertyInfo(Variant::RID, "body_rid"), PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::INT, "body_shape_index"), PropertyInfo(Variant::INT, "local_shape_index")));
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 2abce4b0a5..649d67d759 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -292,15 +292,19 @@ public:
void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2());
void apply_torque_impulse(real_t p_torque);
- void set_applied_force(const Vector2 &p_force);
- Vector2 get_applied_force() const;
+ void apply_central_force(const Vector2 &p_force);
+ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
+ void apply_torque(real_t p_torque);
- void set_applied_torque(const real_t p_torque);
- real_t get_applied_torque() const;
+ void add_constant_central_force(const Vector2 &p_force);
+ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
+ void add_constant_torque(real_t p_torque);
- void add_central_force(const Vector2 &p_force);
- void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2());
- void add_torque(real_t p_torque);
+ void set_constant_force(const Vector2 &p_force);
+ Vector2 get_constant_force() const;
+
+ void set_constant_torque(real_t p_torque);
+ real_t get_constant_torque() const;
TypedArray<Node2D> get_colliding_bodies() const; //function for script
diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp
index f00959bbb6..5451d95be9 100644
--- a/scene/2d/polygon_2d.cpp
+++ b/scene/2d/polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -532,7 +532,7 @@ Vector<float> Polygon2D::get_bone_weights(int p_index) const {
void Polygon2D::erase_bone(int p_idx) {
ERR_FAIL_INDEX(p_idx, bone_weights.size());
- bone_weights.remove(p_idx);
+ bone_weights.remove_at(p_idx);
}
void Polygon2D::clear_bones() {
diff --git a/scene/2d/polygon_2d.h b/scene/2d/polygon_2d.h
index bf386b9ace..d6a1be0f6d 100644
--- a/scene/2d/polygon_2d.h
+++ b/scene/2d/polygon_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/position_2d.cpp b/scene/2d/position_2d.cpp
index 4f053ff8b0..28aeff98ca 100644
--- a/scene/2d/position_2d.cpp
+++ b/scene/2d/position_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/position_2d.h b/scene/2d/position_2d.h
index 9ed622c8f6..4ef07eb05c 100644
--- a/scene/2d/position_2d.h
+++ b/scene/2d/position_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp
index f9830a8743..33090fbacc 100644
--- a/scene/2d/ray_cast_2d.cpp
+++ b/scene/2d/ray_cast_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h
index 3ee09fad32..a1015c6ce0 100644
--- a/scene/2d/ray_cast_2d.h
+++ b/scene/2d/ray_cast_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/remote_transform_2d.cpp b/scene/2d/remote_transform_2d.cpp
index fe3e867424..e9431efde3 100644
--- a/scene/2d/remote_transform_2d.cpp
+++ b/scene/2d/remote_transform_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/remote_transform_2d.h b/scene/2d/remote_transform_2d.h
index 36fddb58c7..bd352e1054 100644
--- a/scene/2d/remote_transform_2d.h
+++ b/scene/2d/remote_transform_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/shape_cast_2d.cpp b/scene/2d/shape_cast_2d.cpp
index 50b44eb4ef..7fc1992e96 100644
--- a/scene/2d/shape_cast_2d.cpp
+++ b/scene/2d/shape_cast_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -223,7 +223,7 @@ void ShapeCast2D::_notification(int p_what) {
draw_col.g = g;
draw_col.b = g;
}
- // Draw continuos chain of shapes along the cast.
+ // Draw continuous chain of shapes along the cast.
const int steps = MAX(2, target_position.length() / shape->get_rect().get_size().length() * 4);
for (int i = 0; i <= steps; ++i) {
Vector2 t = (real_t(i) / steps) * target_position;
diff --git a/scene/2d/shape_cast_2d.h b/scene/2d/shape_cast_2d.h
index fca6b46155..7e1ebeb315 100644
--- a/scene/2d/shape_cast_2d.h
+++ b/scene/2d/shape_cast_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index 63a0fb9b89..2270926ea7 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -165,7 +165,7 @@ void Bone2D::_notification(int p_what) {
if (skeleton) {
for (int i = 0; i < skeleton->bones.size(); i++) {
if (skeleton->bones[i].bone == this) {
- skeleton->bones.remove(i);
+ skeleton->bones.remove_at(i);
break;
}
}
diff --git a/scene/2d/skeleton_2d.h b/scene/2d/skeleton_2d.h
index 56fd0e8504..98fb867d99 100644
--- a/scene/2d/skeleton_2d.h
+++ b/scene/2d/skeleton_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/sprite_2d.cpp b/scene/2d/sprite_2d.cpp
index b2302d09db..389fa0388f 100644
--- a/scene/2d/sprite_2d.cpp
+++ b/scene/2d/sprite_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/sprite_2d.h b/scene/2d/sprite_2d.h
index 49df78c59d..6893e92d4a 100644
--- a/scene/2d/sprite_2d.h
+++ b/scene/2d/sprite_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 96c4164721..62dc4d1c15 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -576,7 +576,7 @@ void TileMap::move_layer(int p_layer, int p_to_pos) {
TileMapLayer tl = layers[p_layer];
layers.insert(p_to_pos, tl);
- layers.remove(p_to_pos < p_layer ? p_layer + 1 : p_layer);
+ layers.remove_at(p_to_pos < p_layer ? p_layer + 1 : p_layer);
_recreate_internals();
notify_property_list_changed();
@@ -595,7 +595,7 @@ void TileMap::remove_layer(int p_layer) {
// Clear before removing the layer.
_clear_internals();
- layers.remove(p_layer);
+ layers.remove_at(p_layer);
_recreate_internals();
notify_property_list_changed();
@@ -866,7 +866,7 @@ void TileMap::_recreate_layer_internals(int p_layer) {
return;
}
- // Upadate the layer internals.
+ // Update the layer internals.
_rendering_update_layer(p_layer);
// Recreate the quadrants.
@@ -1375,7 +1375,7 @@ void TileMap::_physics_notification(int p_what) {
in_editor = Engine::get_singleton()->is_editor_hint();
#endif
if (is_inside_tree() && collision_animatable && !in_editor) {
- // Update tranform on the physics tick when in animatable mode.
+ // Update transform on the physics tick when in animatable mode.
last_valid_transform = new_transform;
set_notify_local_transform(false);
set_global_transform(new_transform);
@@ -1928,7 +1928,7 @@ void TileMap::set_cell(int p_layer, const Vector2i &p_coords, int p_source_id, c
if ((source_id == TileSet::INVALID_SOURCE || atlas_coords == TileSetSource::INVALID_ATLAS_COORDS || alternative_tile == TileSetSource::INVALID_TILE_ALTERNATIVE) &&
(source_id != TileSet::INVALID_SOURCE || atlas_coords != TileSetSource::INVALID_ATLAS_COORDS || alternative_tile != TileSetSource::INVALID_TILE_ALTERNATIVE)) {
- WARN_PRINT("Setting a cell a cell as empty requires both source_id, atlas_coord and alternative_tile to be set to their respective \"invalid\" values. Values were thus changes accordingly.");
+ WARN_PRINT("Setting a cell as empty requires both source_id, atlas_coord and alternative_tile to be set to their respective \"invalid\" values. Values were thus changes accordingly.");
source_id = TileSet::INVALID_SOURCE;
atlas_coords = TileSetSource::INVALID_ATLAS_COORDS;
alternative_tile = TileSetSource::INVALID_TILE_ALTERNATIVE;
@@ -2104,6 +2104,7 @@ Ref<TileMapPattern> TileMap::get_pattern(int p_layer, TypedArray<Vector2i> p_coo
}
Vector2i TileMap::map_pattern(Vector2i p_position_in_tilemap, Vector2i p_coords_in_pattern, Ref<TileMapPattern> p_pattern) {
+ ERR_FAIL_COND_V(p_pattern.is_null(), Vector2i());
ERR_FAIL_COND_V(!p_pattern->has_cell(p_coords_in_pattern), Vector2i());
Vector2i output = p_position_in_tilemap + p_coords_in_pattern;
@@ -2295,7 +2296,7 @@ Map<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_wave_function_collapse(
// Randomly a cell to fill out of the most constrained.
Vector2i selected_cell_to_replace = to_choose_from[Math::random(0, to_choose_from.size() - 1)];
- // Get the list of acceptable pattens for the given cell.
+ // Get the list of acceptable patterns for the given cell.
Set<TileSet::TerrainsPattern> valid_tiles = per_cell_acceptable_tiles[selected_cell_to_replace];
if (valid_tiles.is_empty()) {
break; // No possibilities :/
diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h
index f260422290..0da04bfeae 100644
--- a/scene/2d/tile_map.h
+++ b/scene/2d/tile_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/touch_screen_button.cpp b/scene/2d/touch_screen_button.cpp
index 8bd7b696f2..77e6ad44c6 100644
--- a/scene/2d/touch_screen_button.cpp
+++ b/scene/2d/touch_screen_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/touch_screen_button.h b/scene/2d/touch_screen_button.h
index 1c515149d4..6ed9ba8dc7 100644
--- a/scene/2d/touch_screen_button.h
+++ b/scene/2d/touch_screen_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/visible_on_screen_notifier_2d.cpp b/scene/2d/visible_on_screen_notifier_2d.cpp
index eb4bedb6a3..a7c2ae5bb1 100644
--- a/scene/2d/visible_on_screen_notifier_2d.cpp
+++ b/scene/2d/visible_on_screen_notifier_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/visible_on_screen_notifier_2d.h b/scene/2d/visible_on_screen_notifier_2d.h
index 9c236a138f..e0d580f174 100644
--- a/scene/2d/visible_on_screen_notifier_2d.h
+++ b/scene/2d/visible_on_screen_notifier_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */