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AgeCommit message (Collapse)Author
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-24Allow greater values in unit_offsetTomasz Chabora
2020-01-23doc: Misc updates for AnimationNode* and othersRémi Verschelde
- Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-16Validate input in (CPU)Particles set_emission_shape()Rémi Verschelde
Fixes #29777. Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-15Fixes get_floor_normal() returning the user defined floor_normal.Marcel Admiraal
When there is no collision with a floor the get_floor_normal() function should return the zero vector to be consistent with get_floor_velocity(). Renames floor_normal to up_direction in all bindings. Updates the documentation of get_floor_normal() and get_floor_velocity() to make it clear when the values are valid. Updates the documentation for move_and_slide() and move_and_slide_with_snap() to use the new up_direction parameter name.
2020-01-13Control/Light2D: Preventing setting 0 as scale as for Node2DRémi Verschelde
Triggers errors in `Transform2D::affine_invert()`. Fixes #26510. Fixes https://github.com/godotengine/godot/issues/24997#issuecomment-457951639.
2020-01-10Added function to expose floor normal, useful to correctly calculate player ↵Andrea Catania
velocity. This work has been kindly sponsored by IMVU.
2020-01-09Don't compile editor-only function when tools=noGilles Roudière
2020-01-03Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fixRémi Verschelde
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-02Fix wrong disconnect in callback in VisibilityNotifier 3DАлександр Растриженков
2020-01-01Fixed antialiasing option for Polygon2DPouleyKetchoupp
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-21Add a range property hint for the number of contacts reportedHugo Locurcio
This closes #34505.
2019-12-16Fixed a bug within sprite.cpp that caused nan values to appear when a ↵Tyler Greenwood
texture had zero area
2019-12-10Merge pull request #34040 from qarmin/unused_variable_more_precise_numbersRémi Verschelde
Removed unused variables, add some constants numbers
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-12-03Merge pull request #33857 from nekomatata/polygon-2d-antialiasingRémi Verschelde
Fixed antialiased option for Polygon2D
2019-12-02Ensure move_and_slide() is consistent between the 2D and 3D versions.Marcel Admiraal
In the 3D version: - Partially revert #20908 that was reverted in the 2D version as part of #21653. This ensures that the Vector returned is always perpendicular to the surface collided with; and not the floor_normal Vector passed to the function when on a floor. - Include an update of the floor velocity before multiplying by the time delta, which was added to the 2D version as part of commit 13a8014. In the 2D version: - Use the Vector2.slide() function instead of Vector2.tangent() to adjust the amount of motion the stop_on_slope undoes to ensure that it is in the right direction. This is a implementation of the 3D approach from #30588. - Combine the !found_collision and motion == Vector2() checks for break. - Other minor formating changes to make the functions look identical. Also renamed some variables to align with their use.
2019-11-30Remove unnecessary bounded_offset from PathFollow2DTomasz Chabora
2019-11-28Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
2019-11-21Merge pull request #32274 from raphael10241024/fix_sync_physics_jitterRémi Verschelde
fix kinematicBody2D jitters when sync_to_physics is turned on
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-11-08Revert "Fixed TouchScreenButton::shape_centered having no effect"Rémi Verschelde
This reverts commit 127c2d75ad109fe4a905f9061fcbc25d1e8b0ca9. This was a misunderstanding as #32725 is not a bug but expected behavior. Reverts #32927. Supersedes and closes #33436.
2019-11-07Merge pull request #32477 from aaronfranke/equal-approx-separateRémi Verschelde
Make is_equal_approx separate and make == exact again
2019-10-30Merge pull request #32934 from ajweeks/fix-scale-originRémi Verschelde
Fix 2D scale gizmo placement
2019-10-29Fixed disconnecting not connected signalMikolaj Kaczmarek
2019-10-27Merge pull request #31943 from codecustard/Fixes_invalid_frames_on_reverse_animRémi Verschelde
Fixes Reverse Animation Starting on First Frame
2019-10-26Merge pull request #32657 from ptrojahn/linesRémi Verschelde
Fix draw_rect
2019-10-24Fixed emitting not initialized correctly in cpu particles 2d/3dPouleyKetchoupp
Fixes uninitialized variable caused by PR #32921
2019-10-23Merge pull request #32992 from KoBeWi/AUTOVECTORZRémi Verschelde
Auto-increment frame_coords when keying
2019-10-22Merge pull request #32924 from ajweeks/add-ruler-arcsRémi Verschelde
Draw arcs to indicate angles being measured by ruler
2019-10-22Auto-increment frame_coords when keyingTomasz Chabora
2019-10-22Fix canvas scale gizmo placementAJ Weeks
2019-10-22Merge pull request #32927 from Muller-Castro/ShapeCenteredFixRémi Verschelde
Fixed TouchScreenButton::shape_centered having no effect
2019-10-22Merge pull request #32921 from nekomatata/fix-cpu-particle-delayRémi Verschelde
Fixed delay when CPUParticles & CPUParticles2D start being emitted
2019-10-22Merge pull request #32896 from nekomatata/joint-reset-collisionRémi Verschelde
Properly reset collision exception when releasing Joint2D
2019-10-20Fixed delay when CPUParticles & CPUParticles2D start being emittedPouleyKetchoupp
Particles were processed only on the next frame after the emission started, causing a one frame delay in rendering. Now the first process cycle is started during the same frame, which makes them consistent with Particles & Particles2D. Fixes #32890
2019-10-19Fixed TouchScreenButton::shape_centered having no effectMuller-Castro
The problem was that the shape_centered depended on TouchScreenButton::texture having a Texture
2019-10-19Add arcs to indicate angle being measured by rulerAJ Weeks
2019-10-17Properly reset collision exception when releasing Joint2DPouleyKetchoupp
Now using joint_disable_collisions_between_bodies() to reset the exception, because body_remove_collision_exception() was doing only a part of the work. Fixes #32733
2019-10-16Fixes Reverse Animation Starting on First FrameEmmanuel Barroga
When playing an animation in reverse, the animation initially starts on frame 0. If it loops, it'll play normally by going to the last frame of the animation, but if it does not... it prematurely stops, since it is already on the last frame (for reversed animation) by starting on frame 0.
2019-10-15Correct change made to joints_2d.cpp by 072e403.Marcel Admiraal
2019-10-14Replace vector == and is_zero_approx(distance) with is_equal_approxAaron Franke
Internal changes only
2019-10-13Fixes Sprite frame_coordsGilles Roudiere
2019-10-11Fix draw_rectPaul Trojahn
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift the points down and to the right by 0.5, the line can sometimes miss a pixel when it shouldn't. The final fragment of a line isn't drawn. By drawing the lines clockwise, we can avoid a missing pixel in the rectangle. See section 3.4.1 in the OpenGL 1.5 specification. Fixes #32279
2019-10-08Fix crash in TileMap::update_cell_bitmaskqarmin
2019-10-07Merge pull request #32351 from nekomatata/texture-rect-size-updateRémi Verschelde
Update TextureRect when its Texture is modified directly
2019-10-05Update TextureRect and Sprite when their Texture is modified directly.PouleyKetchoupp
Modified Sprite to use "changed" signal instead of _changed_callback to make it work when tool is disabled (change receptors are editor only). Fixes #32349
2019-10-05Fix crash in TileMap::fix_invalid_tilesqarmin