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path: root/scene/2d/tile_map.cpp
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2017-11-15Fixing tilemap rotation for non top-left tiles.Vito
2017-11-10Disabled filter clip by default and made it optional, fixes #12368, likely ↵Juan Linietsky
others too
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
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.
2017-08-30Merge pull request #10361 from RandomShaper/tilemap-global-mtlRémi Verschelde
Let TileMap apply its material
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-25Removed old fp_adjust code that conflicts with clipped rects, fixes #9925Juan Linietsky
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/
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-15Let TileMap apply its materialPedro J. Estébanez
So when a material is set, every tile will be rendered with that. Quadrants will not be recreated, so a `CanvasItem` will exist per material per quadrant regardless a global material is set. This makes also __Use parent material__ work for `TileMap`s. Closes #9996.
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-02Added get_used_cells_by_id method 3.0Hassan A
2017-07-01Readd tilemap's shape_transform and bugfixesBojidar Marinov
This reverts commit a808f53020aa710ff81392e2349b8a39c55d2717.
2017-07-01Revert "Fix Tileset/tilemap issues related to my adding of one-way ↵Juan Linietsky
collisions to them"
2017-06-30Fix #9409, fixup #9370; tileset now has shape transform instead of offsetBojidar Marinov
Fix bad return type in CollisionObject2D, Shape -> Shape2D. Was causing unintended null when casting. (9409) Fix a misplaced ++ operator. (9370) Fix merging with exiting tileset duplicating shapes. (9370)
2017-06-26Merge pull request #9370 from bojidar-bg/c-9318-oneway-tilemapsRémi Verschelde
Add one-way collisions and individual shape offsets for tilesets
2017-06-26Merge pull request #9318 from bojidar-bg/readd-normal-tilemapRémi Verschelde
Add normal map to tilemaps and tilesets
2017-06-25Add one-way collisions and individual shape offsets for tilesetsBojidar Marinov
As requested in #9318 Accidentially fixes #2231 as well
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-22Add normal map to tilemaps and tilesetsBojidar Marinov
Fixes #9310
2017-06-14Refactor layer_mask to collision_layerPoommetee Ketson
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-04-09Merge pull request #8271 from MattUV/masterRémi Verschelde
Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-06Add set/get_collision_layer/mask_bit() to TileMapsMattUV
Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds: * set_collision_layer_bit() * set_collision_mask_bit() * get_collision_layer_bit() * get_collision_mask_bit() To comply with collision layers' renaming from https://github.com/godotengine/godot/issues/5696 , the method names are NOT set/get_layer_mask_bit()
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
2017-03-05TileMap: Respect self_modulate propertyAndreas Haas
Now `TileMap`s make use of the `self_modulate` property. There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate` in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..) I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
2017-02-20Add Rect2 TileMap::get_used_rect(), closes #4390Bojidar Marinov
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
2017-01-14Merge pull request #6519 from RandomShaper/enhance-tilesetJuan Linietsky
Add modulate (color) to TileSet tiles
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-12Must now register with set_transform_notify() to get ↵Juan Linietsky
NOTIFICATION_TRANSFORM_CHANGED
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10It is now possible to name layers of different kinds!Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
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()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-02Merge pull request #7406 from neikeq/pr-issue-5076Rémi Verschelde
TileMap: _update_dirty_quadrants() cancel pending update pre return
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!
2017-01-01TileMap: _update_dirty_quadrants() cancel pending update pre returnIgnacio Etcheverry
2016-11-30Add modulate (color) to TileSet tilesPedro J. Estébanez
2016-11-24TileMap now honors blending mode.Ovnuniarchos
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-06-20Added Tile Origin = Bottom Left option to the TileMapPatrick Reh
2016-03-18Fix issues with tilemap covering child nodes and old quadrantsBojidar Marinov
Closes #4070