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path: root/scene/2d/node_2d.h
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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
2015-05-12-Added lookat/get_angle_to functions in 2D, and a demo, closes #1843Juan Linietsky
-Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-03-22added spatial and node2d helper methodsJuan Linietsky
to perform operations such as translaiton, rotation, etc directly on nodes.
2015-02-14New Navigation & Pathfinding support for 2DJuan Linietsky
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
2015-01-13-begin work on unidirectional collision detectionJuan Linietsky
-fixed performance issue in new 2D engine -texscreen() working in shader 2D
2015-01-102D Rewrite Step [1]Juan Linietsky
-=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
2014-07-07Add node2d::get_global_pos()marynate
2014-05-14A bit of everything:Juan Linietsky
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky