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path: root/scene/3d/sprite_3d.cpp
AgeCommit message (Collapse)Author
2019-10-22Auto-increment frame_coords when keyingTomasz Chabora
2019-10-14Small fixes to redundand code, copy paste bugsqarmin
2019-10-13Fixes Sprite frame_coordsGilles Roudiere
2019-08-29Merge pull request #30635 from KoBeWi/billbo_3dnsRémi Verschelde
Add a Billboard property for Sprite3D
2019-08-28Add a Billboard property for Sprite3DTomasz Chabora
2019-07-27Add frame_cords accessors to Sprite and Sprite3Dgroud
2019-07-25Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGERémi Verschelde
This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead.
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-09Improve the node configuration warning displayHugo Locurcio
- Refer to properties explicitly when possible - When multiple warnings are returned, always separate them by one blank line to make them easier to distinguish - Improve grammar and formatting
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-06-24Set to enum variables, only correct valuesqarmin
2019-02-04Add frame support for Sprite3D with region enabledMichael Alexsander Silva Dias
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-08Reverse bitangent on everythings to ensure default normal map behavriour is ↵Bastiaan Olij
consistent
2018-11-19Fixing tangent and binormal logicBastiaan Olij
2018-11-13Merge pull request #23299 from FlamyAT/sprite3d-floating-offsetRémi Verschelde
Changed Sprite3D to float based drawing
2018-11-08-Moved EditorDefaultValue to ClassDB, made it coreJuan Linietsky
-Removed one and zero hints for properties, replaced by default value
2018-10-26Changed integer based drawing to floating numbersFlamyAT
2018-09-14Merge pull request #21502 from Web-eWorks/atlasfixesRémi Verschelde
AtlasTexture fixes, part 2.
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-27AtlasTexture fixes, part 2.Webster Sheets
2018-06-13Polished 3D selectionJFonS
2018-05-08Fix AtlasTexture usage in Sprite3D.Webster Sheets
Changes as requested in b484d5c.
2018-05-07Revert "Fix Sprite3D's incorrect behavior when using AtlasTextures."Juan Linietsky
2018-02-15Fix Sprite3D's incorrect behavior when using AtlasTextures.Webster Sheets
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Fix Sprite3D alpha_cut member not being initializedStefano Bonicatti
2017-11-17Rename Rect3 to AABB.Ferenc Arn
Fixes #12973.
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-08-Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky
-Restored an alpha scissor property in Material
2017-08-05Properly update frame range after modifying the vframe/hframes, closes #7624Juan Linietsky
2017-06-25Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky
compatibility.
2017-06-19Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_masterThomas Herzog
Add double-sided flag to SpriteBase3D [master]
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-05-02Add double-sided flag to SpriteBase3D (fixes #8007)Andrea Faulds
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10- _ready() callback only happens once now, if you want to receive it again, ↵Juan Linietsky
use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector