Age | Commit message (Collapse) | Author |
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
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Allow zero preprocess time for Particles2D
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should have flipped the dst_rect..
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Travis builds would fail with:
./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
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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()
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Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
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Made slide and reflect active verbs acting on itself in Vector2 and V…
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Fixes #7313
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Fix more property names in _change_notify calls.
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Improve TouchScreenButton
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This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.
Fixes #8201.
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Fix shape not being updated
Add a way to hide the shape on editor and debug-with-visible-shapes
Remove useless checks
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From https://github.com/lucasdemarchi/codespell
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- getting stuck on pause
- handling input when not visible
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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
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Now `TileMap`s make use of the `self_modulate` property.
There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate`
in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..)
I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
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Fix two problems with Area2D and remove_child()
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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
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Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
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Add process mode option to Particles2D
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Add emission_finished signal to Particles2D
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Fix crash if TouchScreenButton is pressed while exiting the tree
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(Also remove some Particles2D::testee method, which was unused)
Resolves #3963
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(cherry picked from commit 5b8d5766f4574b5011b3f258d3e9b34298eb609c)
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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Polyline
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Particles2D: implement texture flip parameters.
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Fix touch button issues
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Fix touch button needing double tap after pause (applies to those not set to pass-by)
Fix error when a pressed TouchScreenButton with no associated action exits the tree
(with some refactoring of duplicate code)
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Adapted from 67a0da34a2d5a95761c54b3012d0a8f1a79e10a6
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_exit_tree signals are now properly disconnected upon removal
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CollisionShape2D: Fix warning icon not updating.
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`CollisionPolygon2D` also had this problem.
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than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
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It supports unlimited width, color gradient, texture and some geometry
options for joints and caps. Also transparency without artifacts
(provided that line joints aren't too sharp).
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Add modulate (color) to TileSet tiles
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