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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 🎆
2020-11-07Reorganized 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
2020-10-24Refactored 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.
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
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.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
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.
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
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.
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-04Hide TileSet's properties from the inspectorMichael Alexsander
2020-01-27Added binding for Autotile CenterTrevorPeyton
2020-01-23Fix TileSet shape data not updating when being set via codeMichael Alexsander
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.
2019-11-08Fix incorrect offset for old-format tilemapsYuri Roubinsky
2019-08-09Remove ERR_EXPLAIN from scene/* codeTomasz Chabora
2019-08-04Fix Wrong Shape Offsets in TilesetEmmanuel Barroga
Closes #30994 When modifying the properties of a tileset in the editor, some properties only apply to the first tile (such as the shape offset). This change resolves that issue by traversing the changes to all of the shapes in the tileset instead of the first one.
2019-07-03Fix crash with TileSet(again)qarmin
2019-06-23TileSet: Don't error out on tile_ getters with wrong shape idRémi Verschelde
Partial revert of 02319dceb2e17184eb765c67719a306f56dafc1b, previous code handled this cases without errors and the TileSet and TileSetEditorPlugin are written with the expectation that those will not error out. This is a bit wonky and these classes should likely be refactored, but until then it's best to keep things as they were. Fixes #29962.
2019-06-21Fix some editor crashesqarmin
2019-06-01Merge pull request #24560 from guilhermefelipecgs/fix_24549Rémi Verschelde
Add EDITMODE_PRIORITY for ATLAS_TILE
2019-04-08Changed autotile priority picking algorithmMax
2019-04-08+ Added ignore flags to autotile bitmaskMagnus Specht
+ Added ignore functionality to tileset editor + Updated tileset editor autotile tooltip + Autotile ignore bits are processed and rendered correctl
2019-03-04TileSet/TileMap: Decompose solid non-convex polygons into convexes. Real fix ↵Mariano Suligoy
for #24003
2019-01-31Fix crashes when calling update_bitmask_areaBojidar Marinov
Fixes #25504
2019-01-22Fix collision margin being wrongly read by default, fixes #25181Juan Linietsky
2019-01-18-Re-added margins in one way collision (made in a more user friendly way ↵Juan Linietsky
than in Godot 2.1), fixes #23860 -Fixed potential bug in OWC (i dont think anyone had it but..)
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-30Add undo-redo to the TileSet editor, and other improvementsMichael Alexsander Silva Dias
2018-12-23Add EDITMODE_PRIORITY for ATLAS_TILEGuilherme Felipe
When editing ATLAS_TILE, now it's possible to enable priority to randomize subtiles.
2018-12-17Add z-index to ATLAS_TILEGuilherme Felipe
2018-12-07Fix AutoTile z-index not persisting correctlyGuilherme Felipe
2018-12-07Add Z-Index for AutotileGuilherme Felipe
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.
2018-08-30Tileset: Bind autotile_set_size()/get_size().Ranoller
Since this class is editor-oriented, this set_get is necessary to full implement tool, importer, etc... for tiles. (No other way to know a real tile size in autotile mode)
2018-08-27TileSet: Bind tile_set_shape_offset and getterRémi Verschelde
Fixes #21476.
2018-08-24Backward compatibility for autotile setup from Godot 3.0.XMariano Javier Suligoy
Fixes #20746
2018-08-09New TileSet EditorMAriano Javier Suligoy
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-23Expose 'modulate' set/get in TileSet resourceMichael Alexsander Silva Dias
2018-05-17Restore support for minimal 3x3 autotile setsisaacremnant
2018-05-01Adds z-index properties to TileSets.Pieter-Jan Briers
2018-04-08Merge pull request #18072 from AlexHolly/masterGeorge Marques
expose Tileset TileMode to GDScript
2018-04-08expose Tileset TileMode to GDScriptAlexander Holland
2018-03-23Fix converting to tileset crashes Godot if existing file is not tilesetPoommetee Ketson
also make TileSetEditorPlgn tile list updates the preview modulate
2018-02-20Tileset Editor ImprovementDamar Indra
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell