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AgeCommit message (Collapse)Author
2021-10-07Implemented SkeletonEditorGizmoSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-09-30Use range iterators for `Map`Lightning_A
2021-09-29Use functions defined in the their classes.Anilforextra
2021-09-09implement individual mesh transform for meshlibrary itemsVincent
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-07-31Make action names translatableHaoyu Qiu
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-13Merge pull request #50381 from reduz/implement-disable-classesRémi Verschelde
Implement the ability to disable classes
2021-07-13Implement the ability to disable classesreduz
* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-04Improvements to Label's layout optionsHendrik Brucker
- Added options to trim the text in case it overruns - Added more autowrap modes - Improved line breaking, which ignores trailing spaces
2021-07-02Fix GridMap erase OctansPitanov V.V
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-17Merge pull request #48070 from KoBeWi/greedmapRémi Verschelde
Fix GridMap still drawing when Alt+Tabbing
2021-06-16Remove GridMap's "Lock View" option and a related method.Riteo Siuga
Apparently this feature utilized a completely commented out 7+ years old method, effectively doing nothing. Since it was designed with a completely different editor design in mind it is pretty much incompatible and as such it's best to remove it for now.
2021-06-03Disable 3D-only modules when 3D is disabledAaron Franke
2021-06-03Update documentation for Transform3DAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-24Merge pull request #48644 from Calinou/editor-increase-icon-saturationRémi Verschelde
Increase icon saturation by 30% for all editor icons
2021-05-11Increase icon saturation by 30% for all editor iconsHugo Locurcio
More saturated icons go better with the new editor theme. These color changes only apply when using a dark theme. The editor icon saturation can still be adjusted in the Editor Settings. Setting the editor icon saturation setting to 0.77 should roughly match the old icon saturation.
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-04-30Prevent setting too big or too small Collision Mask and LayerRafał Mikrut
2021-04-22Fix GridMap still drawing when Alt+Tabbingkobewi
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-19Use real_t in GridMap and VariantParserAaron Franke
2021-03-15Allow Navigation to be more flexibleGilles Roudière
2021-03-12Fix visibility toggle for baked GridMapsjfons
2021-03-10Implement Navigation layersGilles Roudière
2021-03-10Remove Navigation2D/3D nodes, and move the navigation map to the world resourceGilles Roudière
2021-02-25Added GridMap description to get_bake_meshes()Jack Linhart
2021-02-12Fix LineEdit minimum widthreduz
-Changed theme setting name to make more sense of what it does -Reduced amount of minimum characters, so minimum size is smaller.
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-02-02Document that GridMap doesn't support visual layers or cull masksHugo Locurcio
See #40245.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Merge pull request #44569 from madmiraal/rename-unselect-deselectRémi Verschelde
Rename unselect to deselect
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-21Rename unselect to deselectMarcel Admiraal
2020-11-26Put misc. 3D tool visible instances on their own layerPedro J. Estébanez
This makes that visible stuff invisible to ReflectionProbes, whose preview in the editor shouldn't involve them.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-26Fix uninitialized `GridMapEditor::node` and `InputMapEditor::setting` variables.bruvzg
2020-10-25Optimize SVG using `svgcleaner --multipass`Hugo Locurcio
This decreases the editor binary size by about 8 KB.
2020-10-16Setting visibility on GridMap now works. Closes #41374.Tomer Keren
Continuing the work from f43a0ef3270737d2b526480ecb0f1337ece9e041, It seems the maps visibility was not actually set and a flase value was propogated to the meshes Trying to set the maps visibility directly (Using `set_visibility` causes the map to no longer to recieve visibility notifications, instead this approach was chosen
2020-10-01Link to demos from within the class referenceAaron Franke