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path: root/scene/2d/tile_map.h
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2019-07-08Fix some issue with TileMap's and other nodes' boundariesBojidar Marinov
Fixes #30348 Addresses a small part of #30012
2019-07-02Tilemap fix displaced textures and shapes and added center texture and ↵Ranoller
compatibility mode This commit fix #22989 #15249 #28206. Main problem is that tilemap displace textures in different tile origins in a strange way and doesn´t respect coincidence between texture and shapes in not uniform tiles. This issue is present in godot 3.0 and godot 3.1. To maintain compatibility are added a compatibility mode and a center texture option. Other related issues and pull request: #28896 #29487 #29519 #29961. Idications of #30204 are added
2019-06-27Allow ColisionObject2D to get shapes from tilemapsBojidar Marinov
Fixes #4454 and likely resolves #22285
2019-04-05added negative X and negative Y offset to TileMapAaron Winter
clang-format added negative X and negative Y offset to TileMap
2019-02-12Scene: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `scene/2d/navigation2d.h` -> `navigation_2d.h` - `scene/2d/screen_button.h` -> `touch_screen_button.h` - `scene/3d/scenario_fx.h` -> `world_environment.h` - `scene/audio/audio_player.h` -> `audio_stream_player.h` - `scene/resources/bit_mask.h` -> `bit_map.h` - `scene/resources/color_ramp.h` -> `gradient.h` - `scene/resources/shape_line_2d.h` -> `line_shape_2d.h` - `scene/resources/scene_format_text.h` -> `resource_format_text.h` - `scene/resources/sky_box.h` -> `sky.h` Dropped: - `scene/resources/bounds.h`
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.
2018-08-29Unexpose TileMap set_celldMarcelo Fernandez
2018-07-30Fixes bugs on the 2D editor scrollable areagroud
2018-07-22Defer TileMap::update_dirty_quadrants once again.Pieter-Jan Briers
This fixes #20323. #11077 is now technically re-broken, but you can now call update_dirty_quadrants as workaround.
2018-07-03Merge pull request #18634 from groud/fix_control_child_of_node2dMax Hilbrunner
Fixes the bad calculation of margin & anchors when child of Node2D
2018-06-26Merge pull request #19164 from marcelofg55/tilemap_undo2Rémi Verschelde
Improve TileMap undo operations, second try
2018-06-26Optimize _recreate_quadrantsMarcelo Fernandez
2018-06-07Fixes the bad calculation of margin & anchors when child of Node2Dgroud
2018-05-29Improve TileMap undo operations, second tryMarcelo Fernandez
2018-04-03Remove the selection rect for nodes that do not require itGilles Roudiere
2018-03-13Merge pull request #16971 from Noshyaar/tilemapRémi Verschelde
TileMap: add fix_invalid_tiles
2018-03-11Update TileMap when its TileSet changesShyRed
Make TileMap monitor its TileSet for changes and emit a signal when the TileSet changes. This makes the editor update and show the updated version of the TileSet.
2018-02-24TileMap: add fix_invalid_tilesPoommetee Ketson
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!
2017-12-16Merge pull request #13991 from CyanBlob/masterRémi Verschelde
TileMap: Add update_bitmask_region(2), expose update_bitmask_area(1) …
2017-12-16TileMap: Add update_bitmask_region(2), expose update_bitmask_area(1) and ↵Andrew Thomas
update_bitmask_region(2) to GDscript
2017-12-10TileMap: Drop unused center_x/center_y booleansRémi Verschelde
Two years later they are still unused and we do not know their intend use case, so tschüss. Closes #2513.
2017-12-09Merge pull request #14454 from CyanBlob/TileMapRémi Verschelde
Convert tilemap format in get_tile_data()
2017-12-09Convert tilemap format in get_tile_data()Andrew Thomas
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-02TileMap FixesMariano Suligoy
2017-11-20Implement auto-tilingMariano Suligoy
2017-11-19Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere
2017-11-10Disabled filter clip by default and made it optional, fixes #12368, likely ↵Juan Linietsky
others too
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
2017-08-15Let 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.
2017-08-02Added get_used_cells_by_id method 3.0Hassan A
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
2017-04-06Add 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
2017-02-20Add Rect2 TileMap::get_used_rect(), closes #4390Bojidar Marinov
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
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 :)
2017-01-01Welcome 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!
2016-11-24TileMap now honors blending mode.Ovnuniarchos
2016-06-20Added Tile Origin = Bottom Left option to the TileMapPatrick Reh
2016-02-06Added get_cellv() method to TileMapJohan Manuel
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-29-Make tilemap able to change light mask, fixes #2557reduz