summaryrefslogtreecommitdiff
path: root/scene/2d/tile_map.h
AgeCommit message (Collapse)Author
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
2015-12-12ability to set occluder mask in tilemap, fixes #3025Juan Linietsky
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
2015-03-09Fix 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.