Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-11-16 | Avoid duplicate visility changed notification, fixes #18160 | Juan Linietsky | |
2018-11-15 | Fix Particles2D animation regression from #23702 | JFonS | |
2018-11-13 | Make 2D particles work OOTB (again) | JFonS | |
2018-11-08 | -Moved EditorDefaultValue to ClassDB, made it core | Juan Linietsky | |
-Removed one and zero hints for properties, replaced by default value | |||
2018-11-07 | Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layers | Juan Linietsky | |
Fix picking in CanvasLayer | |||
2018-11-04 | Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D | JFonS | |
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu. | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-09-06 | Add a function to force transform update, fixes #17628 | Juan Linietsky | |
2018-08-25 | Fix picking in CanvasLayer | Pedro J. Estébanez | |
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer. | |||
2018-08-21 | Optimize CanvasLayer::get_global_transform_with_canvas | Pedro J. Estébanez | |
So it takes advantage of the `get_global_transform` cached data. | |||
2018-07-18 | Fix CanvasItem search for a CanvasLayer | Pedro J. Estébanez | |
This fixes the situation where a `CanvasItem` descendant of a `Viewport` which in turn is a descendant of a `CanvasLayer` prefers the more outer `CanvasLayer` rather than the `Vierport`'s. Because of that, `CanvasItem`s inside a `Viewport` inside a `CanvasLayer` were being rendered to the main `Viewport` instead of the render target of the innermost one. | |||
2018-06-07 | Fixes the bad calculation of margin & anchors when child of Node2D | groud | |
2018-06-05 | Revert "Prevent visibility notification from being called twice in object ↵ | Rémi Verschelde | |
creation" | |||
2018-05-31 | Revert "Revert "Prevent visibility notification been called twice in object ↵ | Rémi Verschelde | |
creation"" This reverts commit 4d277b96ad581358f63870ae051dc73b69c82cd7. Woops, this wasn't meant to be committed. I just reverted it locally to test something, nothing wrong with the original commit :) | |||
2018-05-31 | Revert "Prevent visibility notification been called twice in object creation" | Rémi Verschelde | |
This reverts commit d42b17607ef14aeb72036f8747eb4d5c64979872. | |||
2018-05-07 | Add no-blend canvas item render_mode | Bastiaan Olij | |
2018-04-18 | Merge pull request #18172 from Chaosus/fix_notification | Rémi Verschelde | |
Prevent visibility notification from being called twice in object creation | |||
2018-04-13 | Merge pull request #17502 from groud/2Deditor_rect | Juan Linietsky | |
Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent | |||
2018-04-13 | Prevent visibility notification been called twice in object creation | Chaosus | |
2018-04-07 | Removed strange custom world2d in CanvasLayer, been there since always and ↵ | Juan Linietsky | |
not sure why. Fixes #17524, fixes #17523. | |||
2018-04-07 | Document condition to avoid mistakes (like #17690) | Juan Linietsky | |
2018-04-03 | Remove the selection rect for nodes that do not require it | Gilles Roudiere | |
2018-02-21 | 2D Skeletons WORK IN PROGRESS | Juan Linietsky | |
2018-02-21 | Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion. | Juan Linietsky | |
2018-01-18 | Fix typos in code and docs with codespell | Rémi Verschelde | |
Using v1.11.0 from https://github.com/lucasdemarchi/codespell | |||
2018-01-12 | Bind many more properties to scripts | Bojidar Marinov | |
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added | |||
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! | |||
2017-12-09 | -Ability to and unwrap lightmap coordinates on import | Juan Linietsky | |
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away | |||
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-12-06 | -Fix particles with size==0, closes #13931 | Juan Linietsky | |
-Fixed material previews (dont show sphere unless for spatial) | |||
2017-11-19 | Rework the canvas_item API for further improves to the canvas item editor | Gilles Roudiere | |
2017-11-14 | Finalized ability to convert from CanvasItem/Spatial/Particles materials to ↵ | Juan Linietsky | |
ShaderMaterial, closes #10242 | |||
2017-10-22 | Bind unbound enums, rearrange some by value | Poommetee Ketson | |
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||
2017-09-08 | Fix unused variable warnings | Hein-Pieter van Braam | |
The forth in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-09-05 | Automatically redraw when shaders using TIME are visible, fixes #10554 | Juan Linietsky | |
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/ | |||
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-19 | Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵ | Juan Linietsky | |
something else.. | |||
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-07-19 | Add object type hint for docs | Poommetee Ketson | |
2017-06-30 | -Many fixes to VisualScript, fixed property names, etc. | Juan Linietsky | |
-Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458 | |||
2017-06-25 | Ability to restart particle system with a function call | Juan Linietsky | |
2017-06-25 | BuildSystem: generated files have .gen.extension | Poommetee Ketson | |
2017-06-23 | Small fixes required to get platformer to work. | Juan Linietsky | |
Added back CanvasItemMaterial | |||
2017-06-21 | 2D GPU Particles working.. | Juan Linietsky | |
2017-06-18 | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵ | Juan Linietsky | |
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. | |||
2017-06-17 | Add normalmap support for drawing in all low level primitives. Only added ↵ | Juan Linietsky | |
support in Sprite so far. |