Age | Commit message (Collapse) | Author |
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Remove Duplicate Include
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Also solves a problem with AnimatedSprites, when you add sprites for the animation the engine crash
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scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
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-Added ability for Area2D to redirect positional sound to a specific audio bus
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support in Sprite so far.
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Fix/improve TouchScreenButton
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renamed occurances of ColorRamp with Gradient
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Refactor layer_mask to collision_layer
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- Refactor touch acceptance logic so the same is used whether passby is enabled or not.
- Remove the check for visibility during input handling as it should never fail; instead using now an ERR_FAIL_COND() just in case since we have been checking for that so far.
- Fix cast to wrong InputEventScreenTouch when it should be InputEventScreenDrag.
- Replaced use of references by plain pointers for a more readable code and maybe a little performance gain.
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f271591ac22bd07e1b2316448dd6e9af879c218f
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ColorRamp got renamed to Gradient recently, reduz missed some occurances though.
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-Ability to smooth out 2D shadow filters
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Make the naming consistent with other classes.
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-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
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this might cause bugs I haven't found yet..
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As it turns out, is_ceiling would be true when hitting a wall,
and is_wall would be true momentarily when hitting a ceiling.
This makes a tiny one-line change to fix that.
Without trying to explain the code for anyone else having to
mess around with it.
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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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