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2020-03-08Fix missing module editor iconsAndrii Doroshenko (Xrayez)
Module icons need to be renamed to PascalCase as well for them to be registered in 4.0. See godotengine/godot#36513.
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-11Modernized default 3D material, fixes material bugs.Juan Linietsky
2020-02-11Several fixes to 3D rendering, and multimesh implementation.Juan Linietsky
2020-02-11Base 3D engine done, still untested, though.Juan Linietsky
2020-02-11Changes to material required to add custom shaders in RD rendererJuan Linietsky
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-10- Integrated NavigationServer and Navigation2DServer.Andrea Catania
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
2020-02-10Merge pull request #33950 from Calinou/gridmap-editor-zoom-shortcutRémi Verschelde
Implement zooming using Ctrl + Mouse wheel in the GridMap editor
2020-01-31Update docs to version 4.0clayjohn
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
2020-01-15Fix GridMap getter of baked meshes.Bruno Lourenço
2020-01-01Merge pull request #34706 from KoBeWi/grindputRémi Verschelde
Don't handle Gridmap input when have no effect
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-30Don't handle Gridmap input when have no effectTomasz Chabora
2019-12-30Makes more editor strings translatableHaoyu Qiu
* Title of Sprite Editor convert preview dialogs * Title of UV Channel Debug dialog * Various editor warnings * GridMap popup menu item "Paste Selects" * Tileset editor shape button texts * MeshLibrary update confirmation text
2019-12-01Merge pull request #33997 from akien-mga/doc-makerst-escapeRémi Verschelde
makerst: Escape default values using reST markup
2019-11-29Docs: GridMap and MeshLibraryJames Westman
The only methods left to document are resource_changed, set_clip, and the methods dealing with baked meshes.
2019-11-29makerst: Escape default values using reST markupRémi Verschelde
Otherwise the docs would complain about values like "godot_" which reST tries to interpret as an identifier.
2019-11-27Implement zooming using Ctrl + Mouse wheel in the GridMap editorHugo Locurcio
The minimum value of the slider was changed to 0.2 as zooming works in increments of 0.2. This way, the value can go back to 1 after you've reached the slider's minimum value.
2019-11-27Remove deprecated theme property from GridMapTomasz Chabora
2019-11-04Fixed cases where labels with autowrap can overflow the editor uiPouleyKetchoupp
Fixes #33155
2019-10-26doc: Sync classref with current sourceRémi Verschelde
2019-10-25Merge pull request #32915 from Nehluxhes/gridmap_scalingRémi Verschelde
Gridmap : Mesh preview now scales + grid update on cell size change
2019-10-22Merge pull request #32991 from Chaosus/fix_bug2Rémi Verschelde
Fix gridmap error spam at startup
2019-10-22Merge pull request #32969 from Nehluxhes/palette_vanishRémi Verschelde
Fix gridmap palette remaining invisible
2019-10-22Fix gridmap error spam at startupYuri Roubinsky
2019-10-21Fix gridmap palette remaining invisibleNehluxhes
2019-10-21Mesh preview now scales + grid update on cell size changeNehluxhes
The mesh preview now correctly scales with cell_scale Refactor the grids creation into _draw_grids() and call it if the cell_size property is changed
2019-10-18Disable gridmap selection actions when nothing is selectedNehluxhes
2019-09-24Merge pull request #31974 from YeldhamDev/tilegrid_map_fixesRémi Verschelde
Small fixes for the Tile/GridMap editors
2019-09-20Merge pull request #32095 from KoBeWi/silly_userRémi Verschelde
Properly remove GridMap node from editor on undo
2019-09-11Properly remove GridMap node from editor on undoTomasz Chabora
2019-09-04Small fixes for the Tile/GridMap editorsMichael Alexsander Silva Dias
2019-09-04Add informational messages to various editorsMichael Alexsander Silva Dias
2019-08-14Merge pull request #31266 from ↵Rémi Verschelde
IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments
2019-08-13Merge pull request #31338 from Calinou/reorganize-menusRémi Verschelde
Reorganize various menus for consistency and conciseness
2019-08-13Reorganize various menus for consistency and concisenessHugo Locurcio
- Clean up the recent scripts dialog to match the recent scenes dialog - Add "..." at the end of shortcuts that cause a modal dialog to appear This closes #31148.
2019-08-13Merge pull request #31335 from Xenoamor/bugfix/GridMapListTextCutoffRémi Verschelde
Fix GridMap list text not expanding when palette is resized
2019-08-12Fix GridMap list text not expanding when palette is resizedXenoamor
This is to close #31304
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-08-12Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in rest of 'modules/'Robin Hübner
2019-07-20Merge pull request #30576 from qarmin/lgtm_coverageRémi Verschelde
Changed some code reported by LGTM and Coverity
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-15doc: Sync classref with current sourceRémi Verschelde