summaryrefslogtreecommitdiff
path: root/scene/2d
AgeCommit message (Collapse)Author
2020-12-25Merge pull request #44640 from nekomatata/joint2d_update_body_transformsRémi Verschelde
Update body transforms on joint2D setup
2020-12-23Update body transforms on joint2D setupPouleyKetchoupp
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.
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-21Merge pull request #44300 from KoBeWi/🧹🧹Rémi Verschelde
Move initialization of some classes to headers
2020-12-16Fix camera2d zoom when set to zero (causing ERROR: affine_invert: Condition ↵Dominik 'dreamsComeTrue' Jasiński
' det == 0 ' is true.) Fixes: #41873
2020-12-11Move initialization of some classes to headersTomasz Chabora
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-12-04Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags"Aaron Franke
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
2020-12-04Rename LightOccluder2D light_mask to occluder_light_maskAaron Franke
2020-12-04Rename PathFollow2D rotate boolAaron Franke
2020-11-27Remove RigidBody weight propertyMarcel Admiraal
2020-11-26Implement signed distance fields for 2D shadersreduz
2020-11-25Check joint nodes and generate configuration warning messages.Marcel Admiraal
2020-11-22fixed Camera2D rotation with non-square zoomgreenfox
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
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
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-11-04Implement DirectionalLight2Dreduz
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.
2020-10-30Refactor 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
2020-10-28Implement CanvasGroup and CanvasItem clippingreduz
-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.
2020-10-27fix(sprite2d): Rect is not handling pixel snapEric Tuvesson
related https://github.com/godotengine/godot/issues/42985
2020-10-26Merge pull request #43075 from Xrayez/color-ramp-to-gradientRémi Verschelde
Fixup `ColorRamp` to `Gradient` renames
2020-10-25Fixup `ColorRamp` to `Gradient` renamesAndrii Doroshenko (Xrayez)
2020-10-24Refactored 2D shader and lighting systemreduz
-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.
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-13Remove old RigidBody layers property and methods.Marcel Admiraal
2020-10-02Remove area or body from map before emitting signals.Marcel Admiraal
2020-10-02Better validate CollisionShape3D config. warning after #38743Rémi Verschelde
Relates to #42479, though I don't think it would crash in the master version.
2020-10-01Merge pull request #38743 from arrowinaknee/node-config-warningsRémi Verschelde
Update all get_configuration_warning() to retrieve warnings from the parent
2020-09-24Merge pull request #41934 from timothyqiu/parallax-ignore-zoomRémi Verschelde
Fixes ParallaxLayer offset when camera zoom is ignored
2020-09-23Fixes updating CPUParticles emmision shape valuesbooer
2020-09-12TileMap: Set texture_filter and texture_repeat to generated CanvasItems and ↵Mateo Dev .59
update when it changes
2020-09-10Rename RayCast's `cast_to` property to `target_position`Hugo Locurcio
`cast_to` is sometimes mistaken as a method rather than a property. `target_position` makes it more obvious that it's a property.
2020-09-10Fixes ParallaxLayer offset when ignore camera zoomHaoyu Qiu
2020-08-31Reorder sprite h_frames & v_framesJonathan Vice
2020-08-27Merge pull request #40302 from verdog/camera-bounds-fixRémi Verschelde
Fix Camera2D Incorrect Preview Bounds
2020-08-09Fix 2D Particle velocity with directed emission maskPouleyKetchoupp
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS to follow the same logic as in the GPU version: mat2 rotm; rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy; rotm[1] = rotm[0].yx * vec2(1.0, -1.0); VELOCITY.xy = rotm * VELOCITY.xy; Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results as their GPU counterparts and take the initial velocity settings into account.
2020-07-18fixed camera2D showing incorrect bounds in editorJosh Chandler
2020-07-11Revert "Merge pull request #38341 from verdog/camera-bounds-fix"Rémi Verschelde
This reverts commit 08bbb3f161bfb4860d7574fa77b947872d344e7e.
2020-07-10Merge pull request #40253 from madmiraal/add-override-keywordsRémi Verschelde
Add override keywords.
2020-07-10Merge pull request #38341 from verdog/camera-bounds-fixRémi Verschelde
Fix Camera2D incorrect preview bounds
2020-07-10Add override keywords.Marcel Admiraal
2020-07-03Provide warning when using polygon shapes in `CollisionShape2D` nodeAndrii Doroshenko (Xrayez)
`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be used directly in code and not in the editor for physics-based use cases specifically. Developers are advised to use `CollisionPolygon2D` instead, which does generate those shapes under the hood, handling polygon convexivity, proper orientation etc.
2020-07-02Merge pull request #37350 from aaronfranke/force-impulseRémi Verschelde
Refactor physics force and impulse code to use (force, position) order
2020-07-01Merge pull request #36307 from Xrayez/raycast-enabled-trueRémi Verschelde
Enable raycast nodes by default
2020-06-16Normalise p_up_direction vector in move_and_slide() andMarcel Admiraal
move_and_slide_with_snap() and fix tolerance in move_and_slide_with_snap() max floor angle.
2020-06-15Fix bad position in Camera2D offset and camera rotation if smothing enabled.Ranoller
Fix https://github.com/godotengine/godot/issues/16323 in master. Apply same solution of https://github.com/godotengine/godot/issues/2074 in rotation and offset.
2020-06-12Object: Add usage hint to instantiate Object properties in editorRémi Verschelde
Fixes #36372 as Path2D/Path3D's `curve` property no longer uses a Curve instance as default value, but instead it gets a (unique) default Curve instance when created through the editor (CreateDialog). ClassDB gets a sanity check to ensure that we don't do the same mistake for other properties in the future, but instead use the dedicated property usage hint. Fixes #36372. Fixes #36650. Supersedes #36644 and #36656. Co-authored-by: Thakee Nathees <thakeenathees@gmail.com> Co-authored-by: simpuid <utkarsh.email@yahoo.com>
2020-06-04Correct misspellings of damped spring.Marcel Admiraal
2020-06-02Refactor physics force and impulse codeAaron Franke