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2020-12-16Fix camera2d zoom when set to zero (causing ERROR: affine_invert: Condition ↵Dominik 'dreamsComeTrue' Jasiński
' det == 0 ' is true.) Fixes: #41873
2020-12-09Cleanup 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
2020-05-27Enable raycast nodes by defaultAndrii Doroshenko (Xrayez)
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-16Update all get_configuration_warning to retrieve warnings from the parentArrowInAKnee
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.