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path: root/scene/2d/tile_map.h
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2023-04-26TileMap Fix rendering odd-sized tileskleonc
(cherry picked from commit c49a7feae3418d0732369b203d0bc9e28723b9db)
2023-02-14Fix TileMap NavigationServer 'Invalid ID' errorsmix8
Fixes NavigationServer 'Invalid ID' error of the TileMap. The issue was not caused directly by the TileMap but with the late call to get_world_2d()->get_navigation_map() while everything is shut down abruptly e.g. game window closed or Editor "Reload Saved Scene" function.
2023-02-10Fix navigation support for multilayered TileMapssmix8
Fixes support for multilayered TileMaps by creating dedicated navigation maps for each layer.
2023-01-18Merge pull request #71630 from groud/fix_tilemap_layer_delete_undoRémi Verschelde
Fixes TileMap undo not restoring tiles
2023-01-18Fixes TileMap undo not restoring tilesGilles Roudière
2023-01-18Bring back TileMap::get_cells_by_idGilles Roudière
2023-01-05One Copyright Update to rule them allRémi Verschelde
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
2022-12-12TileMap Pass some parameters by `const &` instead of by valuekleonc
2022-12-07Rename get_surrounding_tiles to get_surrounding_cellsGilles Roudière
2022-11-24Merge pull request #67330 from KoBeWi/immortal_scenesRémi Verschelde
Don't free instanced scenes when recreating tiles
2022-11-14Remove redundant Variant-types initializationsMarkus Sauermann
2022-11-07Don't free instanced scenes when recreating tileskobewi
2022-10-20Make terrain painting not change neighbors centers bitsGilles Roudière
2022-10-06Fix TileMap occluders having a wrong transformGilles Roudière
2022-09-28refactor(TileMap): Return Rect2i in get_used_rectMisterMX
Signed-off-by: MisterMX <mbxd12@web.de>
2022-09-19Change return type of `get_configuration_warnings` to `PackedStringArray`Marc Gilleron
2022-09-05Rename TileMap/GridMap.`world_to_map` and opposite to `local_to_map`Micky
For both TileMap and GridMap: - `world_to_map` -> `local_to_map` - `map_to_world` -> `map_to_local` Also changes any mention of "world" in this context to "local" to avoid future confusion. Finally, updates the docs of both methods for consistency. In particular, adding a note on how to convert the returned values from local to global coordinates and vice versa.
2022-08-16Add a method to get TileData from a cellkobewi
2022-07-21Fix various typos not caught by codespellluz paz
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-06-10Add terrain center bitGilles Roudière
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-03-02Changed TileMap::set_cell alternative_tile default value to 0Igor Kordiukiewicz
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-27Implement runtime update of TileData object in TileMapGilles Roudière
2021-10-27Optimize TileMap layers updatesGilles Roudière
2021-10-21Allow updating TileMap cells using surrounding terrainsGilles Roudière
2021-10-19Implement TileMap patterns paletteGilles Roudière
2021-10-13Greatly improve editor performances by deferring tiles related updatesGilles Roudière
Solve few update problems
2021-10-10Add modulate property to TileMap layerskobewi
2021-09-29Improve TileMap physics for moving platforms and conveyor belts like movementsGilles Roudière
2021-09-23Implement animated tilesGilles Roudière
2021-09-07Implement properties arrays in the Inspector.Gilles Roudière
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-05Fix get_used_rect() calculationkobewi
2021-08-02Implements TileMap layers and move TileSetPlugins's functions to the TileMap ↵Gilles Roudière
node instead
2021-07-21Implement atlas merging and tile proxiesGilles Roudière
2021-06-05Deleted YSort, moved its functionality directly into Node2D.andriyDev
YSort now has a compatibility alias to Node2D. Updated TileMap to use the existing Node2D y_sort_enabled property instead of its own property. Updated Node2D doc to include the new y_sort_enabled member. Updated TileMap doc to remove its mention of cell_y_sort. Deleted YSort doc.
2021-05-25Restore a way to show collsion/navigation on TileMap.Gilles Roudière
Also remove an unused function.
2021-05-20Implement scenes tiles in TileMapsGilles Roudière
2021-05-07Update TileMap to use Vector2i instead of two intsAaron Franke
2021-05-07Rework the TileSet resource and TileMap nodes:Gilles Roudière
- Move most properties from TileMap to TileSet, - Make TileSet more flexible, supporting more feature (several collision layers, etc...), - Fusion both the TileMap and TileSet editor, - Implement TileSetSources, and thus a new way to index tiles in the TileSet, - Rework the TileSet and TileMap editors completely, - Implement an editor zoom widget (and use it in several places)
2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-03-10Remove Navigation2D/3D nodes, and move the navigation map to the world resourceGilles Roudière
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-12TileMap: Set texture_filter and texture_repeat to generated CanvasItems and ↵Mateo Dev .59
update when it changes
2020-07-10Add override keywords.Marcel Admiraal
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.