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path: root/scene/2d/tile_map.cpp
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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
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-20-Change link to new documentationJuan Linietsky
-fixed bug in tilemap collision debug
2016-02-15Bind method is_cell_transposedRémi Verschelde
2016-02-06Added get_cellv() method to TileMapJohan Manuel
2016-01-04TileMap: Properly flip/rotate tiles with non-square regionIgnacio Etcheverry
2016-01-02TileMap: Consider texture offset for rotated tilesIgnacio Etcheverry
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-29-Make tilemap able to change light mask, fixes #2557reduz
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
2015-12-12ability to set occluder mask in tilemap, fixes #3025Juan Linietsky
2015-12-12-collision debug is shown above all else, fixes #2985Juan Linietsky
2015-10-24Fix for negative coords. Regarding issue #2665Brickcaster
int() of negative numbers rounds up. Needed to add a condition to account for negative values. Thanks to Romulox_x for providing this solution.
2015-09-20Ability to visually debug geometry visually:Juan Linietsky
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
2015-08-02Live edit WORK IN PROGRESSJuan Linietsky
1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
2015-05-03-new collision layer & mask system for 2D, for more flexible collision maskingJuan Linietsky
2015-04-18-try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky
fixes #1703
2015-04-18-renamed function to get object from instance idJuan Linietsky
-added function to get list of tiles used
2015-04-09fixed navigation tile issue, fixes #1581Juan Linietsky
2015-03-09Fix compie error in TileMap::_fix_cell_transform(...)marynate
2015-03-09lot of work on 2D lighting and isometric mapsJuan Linietsky
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
2015-02-15Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson
Conflicts: scene/2d/tile_map.cpp
2015-02-14Replace body_mode property with use_kinematic flag.Carl Olsson
Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-13Added body mode property to TileMap to select between static and kinematic ↵Carl Olsson
physics bodies. Kinematic allow use of TileMaps for moving platforms for example. Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too. And in order to fix the tileset I need to activate snapping for collision polygon vertices.
2015-02-13Reorder tile transforms so transpose occurs before flips. Much more ↵Carl Olsson
intuitive for flipping transposed tiles.
2015-02-11Moved wrapper function to TileMapEditor.Carl Olsson
2015-02-11Revert variant arg length to 5 and add 5 arg wrapper function for TileMap ↵Carl Olsson
set_cell.
2015-02-02Working TileMap tile transpose transform.Carl Olsson
2015-01-19Prep for tile transpose transform.Carl Olsson
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
2014-10-16-added custom metadata to physics shapes (2D only for now)Juan Linietsky
-gizmos are not displayed in camera preview
2014-10-03missing fils from yesterday comit.Juan Linietsky
must have made some mistake with git, not sure why they were not sent..
2014-10-03Huge Amount of BugFixJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-09-21Fixed too many little issues, check the issues closed today.Juan Linietsky