Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-02-07 | Initialize class variables with default values in scene/ [1/2] | Rafał Mikrut | |
2021-02-03 | Merge pull request #45496 from Chaosus/fix_particles | Rémi Verschelde | |
Fix particles not properly updated by their lifetime | |||
2021-02-01 | Merge pull request #37547 from aaronfranke/tau | Rémi Verschelde | |
Use Math_TAU and deg2rad/etc in more places and optimize code | |||
2021-01-29 | Use real_t in physics nodes | Aaron Franke | |
2021-01-27 | Fix particles not properly modified by their lifetime | Yuri Roubinsky | |
2021-01-15 | Merge pull request #42713 from madmiraal/fix-42614 | Rémi Verschelde | |
Update area-body_shape_entered-exited signal documentation. | |||
2021-01-13 | Merge pull request #45102 from nekomatata/fix-update-shape-data | Rémi Verschelde | |
Fix collision shape update when changing shape properties | |||
2021-01-12 | Update PolyPartition / Triangulator library | Aaron Franke | |
2021-01-12 | Fix collision shape update when changing shape properties | PouleyKetchoupp | |
This change does two things: 1. Properly update the internal shape data using _update_in_shape_owner when updating a shape (in 2D it was resetting one way collision) 2. Avoid unnecessary updates when calling set_shape with the same shape, which happens each time a shape property is modified (e.g shape.extents.x = ...) Fixes #45090 | |||
2021-01-09 | Rename the final parameter of area_shape_entered-exited local_shape. | Marcel Admiraal | |
2021-01-09 | Use Math_TAU and deg2rad/rad2deg in more places and optimize code | Aaron Franke | |
2021-01-03 | Remove memory leak in Canvas Group | Rafał Mikrut | |
2021-01-01 | Merge pull request #44839 from qarmin/fix_crash_tile_map | Rémi Verschelde | |
Do not iterate over map when removing its values | |||
2021-01-01 | Update copyright statements to 2021 | Rémi 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 🎆 | |||
2020-12-31 | Add signal to inform joint that body has exited tree | Marcel Admiraal | |
2020-12-31 | Do not iterate over map when removing its values | Rafał Mikrut | |
2020-12-28 | Merge pull request #44183 from madmiraal/box_shape-size | Rémi Verschelde | |
Use a size Vector for adjusting the size of Rectangles and Boxes | |||
2020-12-28 | Merge pull request #44149 from madmiraal/rename-tangent-orthogonal | Rémi Verschelde | |
Rename Vector2.tangent() to Vector2.orthogonal() | |||
2020-12-28 | Merge pull request #44232 from madmiraal/rename-camera2d-drag-offset | Rémi Verschelde | |
Rename Camera2D offset_h and offset_v properties | |||
2020-12-28 | Rename Camera2D offset_h and offset_v properties | Marcel Admiraal | |
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-25 | Merge pull request #44640 from nekomatata/joint2d_update_body_transforms | Rémi Verschelde | |
Update body transforms on joint2D setup | |||
2020-12-23 | Update body transforms on joint2D setup | PouleyKetchoupp | |
Body transforms from physics are used to setup the joint and they are only updated before the physics step by default. Without forcing the transform update, joints could use a previous position if the body's position was set after it was added to the scene. 3D physics is not affected by this issue. | |||
2020-12-23 | Rename Control margin to offset | Marcel Admiraal | |
2020-12-21 | Merge pull request #44300 from KoBeWi/🧹🧹 | Rémi Verschelde | |
Move initialization of some classes to headers | |||
2020-12-16 | Fix camera2d zoom when set to zero (causing ERROR: affine_invert: Condition ↵ | Dominik 'dreamsComeTrue' Jasiński | |
' det == 0 ' is true.) Fixes: #41873 | |||
2020-12-11 | Move initialization of some classes to headers | Tomasz Chabora | |
2020-12-09 | Cleanup unused engine code | Tomasz Chabora | |
2020-12-08 | Use rectangle size instead of extents for Shape dimensions | Marcel Admiraal | |
2020-12-06 | Rename Vector2.tangent() to Vector2.orthogonal() | Marcel Admiraal | |
2020-12-04 | Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags" | Aaron Franke | |
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags | |||
2020-12-04 | Rename LightOccluder2D light_mask to occluder_light_mask | Aaron Franke | |
2020-12-04 | Rename PathFollow2D rotate bool | Aaron Franke | |
2020-11-27 | Remove RigidBody weight property | Marcel Admiraal | |
2020-11-26 | Implement signed distance fields for 2D shaders | reduz | |
2020-11-25 | Check joint nodes and generate configuration warning messages. | Marcel Admiraal | |
2020-11-22 | fixed Camera2D rotation with non-square zoom | greenfox | |
2020-11-16 | Remove empty lines around braces with the formatting script | Aaron Franke | |
2020-11-07 | Reorganized core/ directory, it was too fatty already | reduz | |
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code | |||
2020-11-04 | doc: Sync classref with current source + fixup some bindings | Rémi Verschelde | |
Includes various changes triggered by the refactoring of method bindings. | |||
2020-11-04 | Implement DirectionalLight2D | reduz | |
Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed. | |||
2020-10-30 | Refactor pixel snapping. | reduz | |
-Rename pixel_snap to snap_2d_to_vertices -Added snap_2d_to_transforms which is more useful Fixes #41814 Solves proposal https://github.com/godotengine/godot-proposals/issues/1666 Supersedes #35606, supersedes #41535, supersedes #41534 | |||
2020-10-28 | Implement CanvasGroup and CanvasItem clipping | reduz | |
-Allows merging several 2D objects into a single draw operation -Use current node to clip children nodes -Further fixes to Vulkan barriers -Changed font texture generation to white, fixes dark eges when blurred -Other small misc fixes to backbuffer code. | |||
2020-10-27 | fix(sprite2d): Rect is not handling pixel snap | Eric Tuvesson | |
related https://github.com/godotengine/godot/issues/42985 | |||
2020-10-26 | Merge pull request #43075 from Xrayez/color-ramp-to-gradient | Rémi Verschelde | |
Fixup `ColorRamp` to `Gradient` renames | |||
2020-10-25 | Fixup `ColorRamp` to `Gradient` renames | Andrii Doroshenko (Xrayez) | |
2020-10-24 | Refactored 2D shader and lighting system | reduz | |
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency. | |||
2020-10-18 | Refactor MethodBind to use variadic templates | reduz | |
Removed make_binders and the old style generated binders. | |||
2020-10-13 | Remove old RigidBody layers property and methods. | Marcel Admiraal | |
2020-10-02 | Remove area or body from map before emitting signals. | Marcel Admiraal | |