Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-07-22 | Defer 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. | |||
2018-07-03 | Merge pull request #18634 from groud/fix_control_child_of_node2d | Max Hilbrunner | |
Fixes the bad calculation of margin & anchors when child of Node2D | |||
2018-06-26 | Merge pull request #19164 from marcelofg55/tilemap_undo2 | Rémi Verschelde | |
Improve TileMap undo operations, second try | |||
2018-06-26 | Optimize _recreate_quadrants | Marcelo Fernandez | |
2018-06-07 | Fixes the bad calculation of margin & anchors when child of Node2D | groud | |
2018-05-29 | Improve TileMap undo operations, second try | Marcelo Fernandez | |
2018-04-03 | Remove the selection rect for nodes that do not require it | Gilles Roudiere | |
2018-03-13 | Merge pull request #16971 from Noshyaar/tilemap | Rémi Verschelde | |
TileMap: add fix_invalid_tiles | |||
2018-03-11 | Update TileMap when its TileSet changes | ShyRed | |
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. | |||
2018-02-24 | TileMap: add fix_invalid_tiles | Poommetee Ketson | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi 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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-16 | Merge pull request #13991 from CyanBlob/master | Rémi Verschelde | |
TileMap: Add update_bitmask_region(2), expose update_bitmask_area(1) … | |||
2017-12-16 | TileMap: Add update_bitmask_region(2), expose update_bitmask_area(1) and ↵ | Andrew Thomas | |
update_bitmask_region(2) to GDscript | |||
2017-12-10 | TileMap: Drop unused center_x/center_y booleans | Rémi Verschelde | |
Two years later they are still unused and we do not know their intend use case, so tschüss. Closes #2513. | |||
2017-12-09 | Merge pull request #14454 from CyanBlob/TileMap | Rémi Verschelde | |
Convert tilemap format in get_tile_data() | |||
2017-12-09 | Convert tilemap format in get_tile_data() | Andrew Thomas | |
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-12-02 | TileMap Fixes | Mariano Suligoy | |
2017-11-20 | Implement auto-tiling | Mariano Suligoy | |
2017-11-19 | Rework the canvas_item API for further improves to the canvas item editor | Gilles Roudiere | |
2017-11-10 | Disabled filter clip by default and made it optional, fixes #12368, likely ↵ | Juan Linietsky | |
others too | |||
2017-08-30 | Merge pull request #10361 from RandomShaper/tilemap-global-mtl | Rémi Verschelde | |
Let TileMap apply its material | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-15 | Let TileMap apply its material | Pedro 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. | |||
2017-08-02 | Added get_used_cells_by_id method 3.0 | Hassan A | |
2017-04-09 | Merge pull request #8271 from MattUV/master | Rémi Verschelde | |
Add methods to get and set bits of collision layers and masks for TileMaps (3.0) | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | Add set/get_collision_layer/mask_bit() to TileMaps | MattUV | |
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() | |||
2017-03-05 | A 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 | |||
2017-02-20 | Add Rect2 TileMap::get_used_rect(), closes #4390 | Bojidar Marinov | |
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-02 | ObjectTypeDB 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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-01 | Welcome 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! | |||
2016-11-24 | TileMap now honors blending mode. | Ovnuniarchos | |
2016-06-20 | Added Tile Origin = Bottom Left option to the TileMap | Patrick Reh | |
2016-02-06 | Added get_cellv() method to TileMap | Johan Manuel | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-29 | -Make tilemap able to change light mask, fixes #2557 | reduz | |
2015-12-12 | ability to set occluder mask in tilemap, fixes #3025 | Juan Linietsky | |
2015-08-02 | Live edit WORK IN PROGRESS | Juan 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 masking | Juan 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 id | Juan Linietsky | |
-added function to get list of tiles used | |||
2015-03-09 | Fix compie error in TileMap::_fix_cell_transform(...) | marynate | |
2015-03-09 | lot of work on 2D lighting and isometric maps | Juan Linietsky | |
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc. | |||
2015-02-15 | Merge branch 'master' of https://github.com/okamstudio/godot | Carl Olsson | |
Conflicts: scene/2d/tile_map.cpp | |||
2015-02-14 | Replace body_mode property with use_kinematic flag. | Carl Olsson | |
Revert 2D Platformer demo's moving platforms to sprite plus body. |