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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.
2019-09-30Altered rotation_degrees rangeSoumya Lahiri
2019-02-08Fix look_at with non uniform scalingPaul Trojahn
The angle function doesn't consider the scaling of the local coordinates, so it needs to be removed first. Fixes #23247
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-08-Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky
-Removed one and zero hints for properties, replaced by default value
2018-10-19Fixing warnings generated by MSVCDualtagh Murray
Fixes #22684.
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.
2018-08-16Lift 1440 limit in rotation_degrees hint rangeRémi Verschelde
Fixes #15947.
2018-07-17Further fixes to KinematicBody2D API, support for sync motion in moving objectsJuan Linietsky
2018-05-01Fix Node2D::global_scale's PropertyInfo typeRémi Verschelde
Was missed in #18391.
2018-04-24Fix Node2D::global_position to have Vector2 typeRuslan Mustakov
2018-04-03Remove the selection rect for nodes that do not require itGilles Roudiere
2018-02-162D editor GUI input rework. Changes are:Gilles Roudiere
- The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2018-01-04Merge pull request #15191 from Jerome67000/z_renamingRémi Verschelde
renames "z" Node2D property to "z_index"
2018-01-03#15078 renamed "z" -> "z_index" property in Node2DJerome67000
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-20Fixes a double class registering errorGilles Roudiere
2017-11-19Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere
2017-11-10Unify degree members and propertiesletheed
2017-11-10Remove deprecated rotation methodsletheed
2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-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/
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-05Merge pull request #10116 from neikeq/prop_method_ambiguitiesJuan Linietsky
Renames properties and methods to avoid ambiguities
2017-08-05Renames properties and methods to avoid ambiguitiesIgnacio Etcheverry
- Method Node2D.scale(Vector2) renamed to Node2D.apply_scale(Vector2) - Property BaseButton.is_pressed renamed to BaseButton.pressed
2017-07-24Merge pull request #9791 from bojidar-bg/6087-add-global-local-convRémi Verschelde
Add .to_local/.to_global methods on Node2D and Spatial
2017-07-23Add object type hint for docsPoommetee Ketson
2017-07-23Add .to_local/.to_global methods on Node2D and SpatialBojidar Marinov
Those are just helpers around get_global_transform().affine_inverse().xform() and get_global_transform().xform(). Closes #6087
2017-07-19Add object type hint for docsPoommetee Ketson
2017-07-03Fixed set_global_scale in Node2D.TwistedTwigleg
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-01Fixed Node2D/Control not updating propertiesRobert Hernandez
2017-03-05A 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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-04-Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky
-Modified help to display properties GDScript can still not make use of them, though.
2017-01-02ObjectTypeDB 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()
2017-01-01Welcome 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!
2016-09-19Fix for #6158. Converting Vector2 to Size2 for scaling functions.anneomcl
2016-08-15Add Node2D's set_global_rot get_global_rot set_global_rotd get_global_rotd ↵Emmanuel Leblond
set_global_scale get_global_scale methods.
2016-05-06Rotation APIs: Better exposure for degrees methodsRémi Verschelde
Made public the various set/getters for rotations in degrees. For consistency, renamed the exposed method names to remove the leading underscore, and kept the old names with a deprecation warning. Fixes #4511.
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-28-renamed function get_relative_transform() to ↵reduz
get_relative_transform_to_parent(), makes more sense -fixed newly introduced bug in onready keyword, fixes #3155
2015-12-28Add missing argument names in GDScript bindingsRémi Verschelde
All classes were reviewed apart from VisualServer for which no argument name is documented at all. While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-11-19-remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky
2015-06-29Several 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.