summaryrefslogtreecommitdiff
path: root/scene/2d/parallax_layer.cpp
AgeCommit message (Collapse)Author
2019-05-04Fix ParallaxBackground breaking when moving it out the scene treeColin Redman
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
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.
2018-05-14Fixed some warnings found with Cppcheck.Michael Alexsander Silva Dias
2018-04-07Removed strange custom world2d in CanvasLayer, been there since always and ↵Juan Linietsky
not sure why. Fixes #17524, fixes #17523.
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-23Fixed #13167. Restored ParallaxLayer mirroring that was broken by pull ↵Sofox
request #12421
2017-10-26Overhauled the ParallaxBackground system so that it works properly ↵Sofox
regardless of the zoom of the camera.
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/
2017-08-22Change order of Null check for ParallaxLayerHein-Pieter van Braam
The change in #10524 subtly changes the behavior of set_motion_scale() and set_motion_offset() if the ParallaxLayer does not have a parent node. Previously it would still set the corresponding property, but after this change the property change would be discarded. I'm not entirely sure if this actually matters as there doesn't appear to be any code that picks up this change if the ParallaxLayer gets re-parented later, but it's better to not change behavior regardless.
2017-08-22Add null check to ParallaxLayer get_parent() callsHein-Pieter van Braam
This fixes #10515
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2017-01-04-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!
2016-06-27Improve parallax mirroring algorithmPedro J. Estébanez
Replaces the iterative approach currently used by an equivalent direct computation. Also fixes infinite looping that happens when the mirroring value is negative.
2016-06-26Avoid mirroring to go negative to fix crash, closes #4036Juan Linietsky
2016-06-26Added an option to ParallaxLayer to add an extra scroll offset, helps if you ↵Juan Linietsky
want to make clouds to move by themselves and animate that, for example.
2016-06-26Revert "Improve parallax mirroring algorithm"Rémi Verschelde
2016-06-24Improve parallax mirroring algorithmPedro J. Estébanez
Replaces the iterative approach currently used by the standard fmod() function. Also fixes infinite looping that happens when the mirroring value is negative.
2016-05-17-Added configuration warning system for nodesJuan Linietsky
-Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-04-18Updated copyright year in all headersJuan Linietsky
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky