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path: root/scene/2d/canvas_item.cpp
AgeCommit message (Collapse)Author
2020-02-20Fix MIMPAMPS typos in constants throughout the engineAndrii Doroshenko (Xrayez)
2020-02-18Fix arguments/default values in CanvasItem bindingsRémi Verschelde
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-11Completed material/2D shader support (missing SCREEN_TEXTURE)Juan Linietsky
2020-02-11Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky
Removes antialiased flag for draw_* methods.
2020-02-11A lot of progress with canvas rendering, still far from working.Juan 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
2020-01-09Don't compile editor-only function when tools=noGilles Roudière
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.
2019-10-30Merge pull request #32934 from ajweeks/fix-scale-originRémi Verschelde
Fix 2D scale gizmo placement
2019-10-26Merge pull request #32657 from ptrojahn/linesRémi Verschelde
Fix draw_rect
2019-10-22Fix canvas scale gizmo placementAJ Weeks
2019-10-19Add arcs to indicate angle being measured by rulerAJ Weeks
2019-10-11Fix draw_rectPaul Trojahn
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift the points down and to the right by 0.5, the line can sometimes miss a pixel when it shouldn't. The final fragment of a line isn't drawn. By drawing the lines clockwise, we can avoid a missing pixel in the rectangle. See section 3.4.1 in the OpenGL 1.5 specification. Fixes #32279
2019-09-22Changed some code found by Clang Tidy and Coverityqarmin
2019-08-31Call some CanvasItem property setters only if neededHugo Locurcio
The CanvasItem property setters `set_modulate`, `set_self_modulate` and `set_light_mask` have some side effects that don't need to be run if the value hasn't changed. This closes #31777.
2019-08-09Remove ERR_EXPLAIN from scene/* codeTomasz Chabora
2019-07-10Merge pull request #30451 from raphael10241024/fix_outlineRémi Verschelde
Fix DynamicFont outline does not draw using draw_char
2019-07-09Add `width` and `antialiased` parameters to CanvasItem `draw_rect()`Hugo Locurcio
This also removes some duplicated editor code which is now obsoleted by the new parameters in `draw_rect()`.
2019-07-09Fix DynamaicFont outline does not draw using draw_charRaphaelHunter
2019-07-01fix some crashesFurkan Türkal
2019-04-19Added ability for multiple images to be imported as an atlasJuan Linietsky
This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
2019-02-11Fix canvas particle material for old GLSL versionsJFonS
2019-02-06Fix particles animation on GLES2JFonS
2019-01-24Ability to get the current canvas item being drawn from stylebox.Juan Linietsky
2019-01-17Add some checks to avoid disaster when making a node the scene root. Fixes ↵Juan Linietsky
#24484
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-11Merge pull request #23887 from ibrahn/dirty-material-list-lifetimeRémi Verschelde
Moved dirty material lists from static to lifetime controlled by main.
2018-12-05Fixed CanvasItem.draw_multimesh() binding.MrCdK
2018-11-21Moved dirty material lists from static to lifetime controlled by main.Ibrahn Sahir
As with 7d82bed4f4cac8f5227d935c0496290e24eb48c8, The list is now destroyed before the OS object, so can print errors if there are unfreed materials.
2018-11-16Avoid duplicate visility changed notification, fixes #18160Juan Linietsky
2018-11-15Fix Particles2D animation regression from #23702JFonS
2018-11-13Make 2D particles work OOTB (again)JFonS
2018-11-08-Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky
-Removed one and zero hints for properties, replaced by default value
2018-11-07Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layersJuan Linietsky
Fix picking in CanvasLayer
2018-11-04Remove animation loop from ParticlesMaterial + improvements to CPUParticles2DJFonS
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.
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi 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.
2018-09-06Add a function to force transform update, fixes #17628Juan Linietsky
2018-08-25Fix picking in CanvasLayerPedro 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.
2018-08-21Optimize CanvasLayer::get_global_transform_with_canvasPedro J. Estébanez
So it takes advantage of the `get_global_transform` cached data.
2018-07-18Fix CanvasItem search for a CanvasLayerPedro 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.
2018-06-07Fixes the bad calculation of margin & anchors when child of Node2Dgroud
2018-06-05Revert "Prevent visibility notification from being called twice in object ↵Rémi Verschelde
creation"
2018-05-31Revert "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 :)
2018-05-31Revert "Prevent visibility notification been called twice in object creation"Rémi Verschelde
This reverts commit d42b17607ef14aeb72036f8747eb4d5c64979872.
2018-05-07Add no-blend canvas item render_modeBastiaan Olij
2018-04-18Merge pull request #18172 from Chaosus/fix_notificationRémi Verschelde
Prevent visibility notification from being called twice in object creation
2018-04-13Merge pull request #17502 from groud/2Deditor_rectJuan Linietsky
Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
2018-04-13Prevent visibility notification been called twice in object creationChaosus