Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-11 | Add static Vulkan loader. | bruvzg | |
Initial Vulkan support for Windows. Initial Vulkan support for macOS. | |||
2020-02-11 | Normalmapping and Specularmapping working in 2D engine | Juan Linietsky | |
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually). | |||
2020-02-11 | Bugfixes and ability to better specify filter and repeat modes everywhere. | Juan Linietsky | |
Removes antialiased flag for draw_* methods. | |||
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Texture refactor | Juan 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 | |||
2020-01-09 | Don't compile editor-only function when tools=no | Gilles Roudière | |
2020-01-01 | Update copyright statements to 2020 | Rémi 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. | |||
2019-12-16 | Fixed a bug within sprite.cpp that caused nan values to appear when a ↵ | Tyler Greenwood | |
texture had zero area | |||
2019-10-22 | Auto-increment frame_coords when keying | Tomasz Chabora | |
2019-10-13 | Fixes Sprite frame_coords | Gilles Roudiere | |
2019-10-07 | Merge pull request #32351 from nekomatata/texture-rect-size-update | Rémi Verschelde | |
Update TextureRect when its Texture is modified directly | |||
2019-10-05 | Update TextureRect and Sprite when their Texture is modified directly. | PouleyKetchoupp | |
Modified Sprite to use "changed" signal instead of _changed_callback to make it work when tool is disabled (change receptors are editor only). Fixes #32349 | |||
2019-09-25 | Added some obvious errors explanations | qarmin | |
2019-07-27 | Add frame_cords accessors to Sprite and Sprite3D | groud | |
2019-07-25 | Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGE | Rémi Verschelde | |
This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead. | |||
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-03-07 | Fixes bad gizmo alignment for textures with odd size | Gilles Roudière | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-08 | -Moved EditorDefaultValue to ClassDB, made it core | Juan Linietsky | |
-Removed one and zero hints for properties, replaced by default value | |||
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. | |||
2018-08-23 | Added a function to cache texture opacity at a pixel, and modified editor to ↵ | Juan Linietsky | |
use it. Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance. | |||
2018-06-07 | Fixes the bad calculation of margin & anchors when child of Node2D | groud | |
2018-05-07 | Merge pull request #16122 from ibrahn/sprite-region-with-frames | Juan Linietsky | |
Allow use of frames in sprites with texture region enabled. | |||
2018-04-16 | Fix error spam with Sprite has compressed texture | volzhs | |
Fix #18177 | |||
2018-04-16 | Fix index out of size error on Image | volzhs | |
Fix #18229 | |||
2018-04-08 | Allow use of frames in sprites with texture region enabled. | Ibrahn Sahir | |
If texture region is enabled on a sprite, Hframes and Vframes will now divide the selected region into frames. | |||
2018-04-03 | Remove the selection rect for nodes that do not require it | Gilles Roudiere | |
2018-03-10 | Update Sprite when Texture changes | ShyRed | |
Make Sprite monitor its Texture for changes and trigger an update when the sprite changes. | |||
2018-03-08 | Merge pull request #17341 from poke1024/fix16461 | Rémi Verschelde | |
Fix unselectable flipped sprites (fixes 16461) | |||
2018-03-08 | Merge pull request #17189 from CodeAndWeb/master | Rémi Verschelde | |
Fixes Selection of Sprites using AtlasTexture | |||
2018-03-07 | Fix unselectable flipped sprites (fixes 16461) | poke1024 | |
2018-03-04 | Fix uninitialized data in Sprite::_get_rects() | Bernhard Liebl | |
2018-03-02 | Fix selection of Sprites using AtlasTexture in the editor. | Andreas Loew | |
Fixes #16261. | |||
2018-02-21 | Merge pull request #16756 from willnationsdev/shifted-rect-sprite | Rémi Verschelde | |
Simplify detection of Sprite clicks | |||
2018-02-19 | Expose Sprite._edit_get_rect for click rect access | Will Nations | |
2018-02-16 | 2D 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 | |||
2018-01-05 | 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. | |||
2018-01-03 | Merge pull request #15093 from poke1024/canvas-editor-select | Rémi Verschelde | |
More exact picking for canvas editor | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-27 | More exact picking for canvas editor | Bernhard Liebl | |
2017-11-19 | Rework the canvas_item API for further improves to the canvas item editor | Gilles Roudiere | |
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/ | |||
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-05 | Properly update frame range after modifying the vframe/hframes, closes #7624 | Juan Linietsky | |
2017-08-01 | Merge pull request #8209 from robertdhernandez/Texture-Region-Editor-Sync | Rémi Verschelde | |
Texture region now updates when changing an Atlas region rect | |||
2017-07-23 | Sprite: fix disconnect nonexistent signal | Poommetee Ketson | |
2017-06-29 | Texture region now updates when changing an Atlas | Robert Hernandez | |
- Removed atlas_changed signal for AtlasTexture - Changes are now handled by _notify_change - Removed unneccesary signal connections - Texture preview now updates in real-time Fixed TextureRegionEditor constantly regenerating | |||
2017-06-25 | Usability improvements for folding. Unfortunately SpatialMaterial broke ↵ | Juan Linietsky | |
compatibility. | |||
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. |