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path: root/scene/main/canvas_layer.cpp
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2022-11-02Fix Viewport root order after Node2D raiseMarkus Sauermann
2022-11-02Merge pull request #59479 from Sauermann/fix-rootorder-on-layerchangeRémi Verschelde
Update root order on layer change
2022-09-02Rename `or_lesser` range property hint to `or_less`Hugo Locurcio
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change.
2022-08-25Merge pull request #64355 from Mickeon/rename-follow-viewportRémi Verschelde
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-08-13Rename CanvasItem.`follow_viewport_enable` to end with "d"Micky
For consistency with the rest of the exposed booleans in Godot
2022-06-14Add Vector2/3 linking to more propertiesFireForge
- Camera2D.zoom - CanvasLayer.scale - ParallaxBackground.scroll_base_scale - ParallaxLayer.motion_scale - Polygon2D.texture_scale - BaseMaterial3D.uv1_scale - BaseMaterial3D.uv2_scale
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-04-29Rename Transform2D "elements" to "columns"Aaron Franke
2022-03-24Update root order on layer changeMarkus Sauermann
When the layer of a CanvasLayer changes, the order of roots needs to be recalculated.
2022-02-22Fix invisible CanvasItem visibility issueMarkus Sauermann
2022-02-19Fix CanvasItem visibility propagationkobewi
2022-02-15Use `switch` consistently in `_notification` (`scene` folder)Rémi Verschelde
2022-02-15Added show and hide methods and updated doc API.Wagner Scholl Lemos
2022-02-12Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker
2022-02-05Add visibility to CanvasLayerkobewi
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-10-21Fix potential nullptr dereference in CanvasLayerSean Kim
* Changed another instance of ERR_FAIL_COND in the same file to ERR_FAIL_NULL_MSG instead. * Checked for potential access of the viewport pointer elsewhere in same file. Fixes #54098
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-17Add PROPERTY_USAGE_NONE and use itAaron Franke
2021-03-03Hide more options of disabled propertiesMichael Alexsander
2021-03-02Hide extra options from various nodes if they're not enabledMichael Alexsander
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
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: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-04-06Remove Node.get_position_in_parent()Tomasz Chabora
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-04-05Ability to make CanvasLayers have pseudo 3D depth.Juan Linietsky
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-16Fix CanvasLayer trying to re-stack while out of treePedro J. Estébanez
Fixes #23718.
2018-11-07Merge pull request #21386 from RandomShaper/fix-picking-in-canvas-layersJuan Linietsky
Fix picking in CanvasLayer
2018-10-30Fix canvas stacking not deterministic on same layerPedro J. Estébanez
Fixes #22687.
2018-08-25Fix picking in CanvasLayerPedro J. Estébanez
New APIs in 2D physics allow intersection queries filtered by CanvasLayer object instance id. Viewport keep an inventory of its descendant CanvasLayers and takes advantage of all that to test picking with the mouse/touch position correctly transformed for each CanvasLayer.
2018-08-23Revert "Take CanvasLayer transform into account for 2D physics"Rémi Verschelde
This reverts commit 4839e5f6d9ed1c0afee933009ab44b9913310d27. Fixes #21289.
2018-08-21Take CanvasLayer transform into account for 2D physicsPedro J. Estébanez
Fixes #18073.
2018-08-16Lift 1440 limit in rotation_degrees hint rangeRémi Verschelde
Fixes #15947.
2018-04-07Removed strange custom world2d in CanvasLayer, been there since always and ↵Juan Linietsky
not sure why. Fixes #17524, fixes #17523.
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
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!
2017-11-10Unify degree members and propertiesletheed
2017-11-10Remove deprecated rotation methodsletheed
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/