Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-06-24 | Area2D: Fix argument type of body_* signals | Rémi Verschelde | |
Those signals receive either a PhysicsBody2D or a TileMap object, and what the emitting method checks internally is only that the object is a Node. In theory any Node could go through these signals if they talk directly to the PhysicsServer2D. Also updated docs. Fixes #27076. Might need further (compat breaking) improvement as this API is a bit confusing, cf. #24739. | |||
2019-04-15 | Removed unnecessary error from _area_inout | CatThingy | |
The error was previously removed from _body_inout for the same reason. Fixes #28022. | |||
2019-03-02 | Make query checks less agressive, fixes #24694 | Juan Linietsky | |
2019-02-22 | Check that area is inside tree besides checking that queries are flushed, ↵ | Juan Linietsky | |
fixes #26148 | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-28 | Removed error that should not be an error, fixes #21088 | Juan Linietsky | |
2018-11-16 | -Make sure monitorable cant be flipped while flushing queries, fixes #17330 | Juan Linietsky | |
-Also added set_deferred, this was missing. | |||
2018-11-08 | -Moved EditorDefaultValue to ClassDB, made it core | Juan Linietsky | |
-Removed one and zero hints for properties, replaced by default value | |||
2018-05-16 | Allow editing of some unbound properties when hinted (or no range hinted) | Juan Linietsky | |
2018-02-07 | Update an outdated method name in error message | ronroniv | |
set_enable_monitoring -> set_monitoring | |||
2018-01-12 | Renamed tree_exited to tree_exiting. tree_exited is now used for actual out ↵ | Juan Linietsky | |
of tree notification. Updated doc accordingly. | |||
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-09-22 | Changed get_audio_bus and set functions to get_audio_bus_name and set | Marcelo Paez | |
and edited docs for Area2D due to renaming o get_audio_bus and set_audio_bus | |||
2017-09-11 | Updated Area2D docs and added enum constants to scripting | Will Nations | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-24 | Convert Object::cast_to() to the static version | Hein-Pieter van Braam | |
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/ | |||
2017-08-07 | Makes all Godot API's methods Lower Case | Indah Sylvia | |
2017-07-10 | Remove warnings about benign situations | Pedro J. Estébanez | |
2017-06-18 | -Added AudioStreamPlayer2D, for 2D positional sound | Juan Linietsky | |
-Added ability for Area2D to redirect positional sound to a specific audio bus | |||
2017-06-14 | Refactor layer_mask to collision_layer | Poommetee Ketson | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-03-04 | Merge pull request #7508 from lonesurvivor/area2d-fix | Rémi Verschelde | |
Fix two problems with Area2D and remove_child() | |||
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | |
This saves typing and is a step towards fixing #56 | |||
2017-01-25 | When overlappinng Area2Ds are removed with remove_child(), _enter_tree and ↵ | lonesurvivor | |
_exit_tree signals are now properly disconnected upon removal | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-13 | rename monitoring functions | Juan Linietsky | |
2017-01-12 | Renamed most signals so they refer to: | Juan Linietsky | |
-An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc). | |||
2017-01-10 | It is now possible to name layers of different kinds! | Juan Linietsky | |
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky | |
-Modified help to display properties GDScript can still not make use of them, though. | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-09-29 | Fix #6480, area duplicated param | Pawel Kowal | |
2016-05-23 | Modified damp ranges | Daniel J. Ramirez | |
2016-05-12 | classref: Fixed return types in Area and Area2D (#4635) | MattUV | |
2016-01-12 | -Properly lock and and warn about switching off contact monitoring, fixes #3041 | Juan Linietsky | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-31 | remove error print in area collision, should be a valid situation, closes #2463 | Juan Linietsky | |
2015-12-14 | New and corrected are override modes. | Ovnuniarchos | |
2015-06-29 | Several performance improvements, mainly in loading and instancing scenes ↵ | Juan Linietsky | |
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report. | |||
2015-06-07 | Merge pull request #1932 from Faless/gravity_distance_full | Juan Linietsky | |
Calculate gravity based on distance from body to gravity point | |||
2015-06-06 | new file dialog! | Juan Linietsky | |
-ItemList control for easier lists/thumbnails -New file dialog, with support for thumbnails, favorites, recent places, etc -Moved .fscache out of the project, no more bugs due to committed/pulled .fscache! -Dir dialog now sorts directories | |||
2015-05-18 | Calculate gravity based on distance from body to gravity point (2D) | Fabio Alessandrelli | |
2015-05-03 | -new collision layer & mask system for 2D, for more flexible collision masking | Juan Linietsky | |
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-03-18 | add overlap test function, remove a semicolon | Juan Linietsky | |
2015-03-17 | add functions to test overlap with another body or area | Juan Linietsky | |