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2017-04-09-Fixed crash with splash screen on windowsJuan Linietsky
-properly show editor without having to resize window on windows
2017-04-09Merge pull request #8271 from MattUV/masterRémi Verschelde
Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
2017-04-09Merge pull request #8321 from RandomShaper/zero-preprocess-particles2dRémi Verschelde
Allow zero preprocess time for Particles2D
2017-04-08Particle system is complete. Rejoice!Juan Linietsky
2017-04-09Particles2D: Fix flip property (again).Andreas Haas
should have flipped the dst_rect..
2017-04-08Allow zero preprocess time for Particles2DPedro J. Estébanez
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-07Merge pull request #8308 from RandomShaper/optimize-out-debug-n-non-toolsRémi Verschelde
Optimize-out some debug and/or non-tools methods
2017-04-07Fix build on older GCC versionsRémi Verschelde
Travis builds would fail with: ./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
2017-04-07Merge pull request #8304 from RandomShaper/reset-folded-on-reset-edit-childrenRémi Verschelde
Reset display folded for an instanced scene if editable children is toggled off
2017-04-07Add compatibility class for FixedSpatialMaterialRémi Verschelde
Fixes loading existing 3.0-alpha projects broken by 74808ac4d9176180dc7ecace99723edab8a73e0e.
2017-04-07Optimize-out some debug and/or non-tools methodsPedro J. Estébanez
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07Reset display folded for an instanced scene if editable children is toggled offPedro J. Estébanez
This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-06Add set/get_collision_layer/mask_bit() to TileMapsMattUV
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()
2017-04-06Merge pull request #8296 from Hinsbart/normapmapRémi Verschelde
Fix typo in FixedSpatialMaterial [ci skip]
2017-04-06Fix typo in FixedSpatialMaterialAndreas Haas
NormapMap
2017-04-06Fix highlight typosupaiku
2017-04-05Fixer looping timer accumulation in _processRémi Verschelde
Follow-up to #8251.
2017-04-05Merge pull request #8259 from bojidar-bg/move-slide-wall-fixRémi Verschelde
Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
2017-04-05Merge pull request #8214 from tagcup/bounce_reflect_slideRémi Verschelde
Made slide and reflect active verbs acting on itself in Vector2 and V…
2017-04-04Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurableBojidar Marinov
Fixes #7313
2017-04-04Merge pull request #8251 from cynicaldevil/masterRémi Verschelde
Previous value of time_left is added to wait_time before assigning to time_left
2017-04-04Merge pull request #8248 from Hinsbart/fix_notify_renamesRémi Verschelde
Fix more property names in _change_notify calls.
2017-04-04Merge pull request #8244 from RandomShaper/improve-touch-buttonRémi Verschelde
Improve TouchScreenButton
2017-04-04previous value of time_left is added to wait_time before assigning to time_leftNikhil Shagrithaya
2017-04-03Fix more property names in _change_notify calls.Andreas Haas
2017-04-03Made slide and reflect active verbs acting on itself in Vector2 and Vector3.Ferenc Arn
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.
2017-04-03Improve TouchScreenButtonPedro J. Estébanez
Fix shape not being updated Add a way to hide the shape on editor and debug-with-visible-shapes Remove useless checks
2017-04-03Merge pull request #8211 from robertdhernandez/NinePatch-FixRémi Verschelde
[3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
2017-04-03Merge pull request #8146 from supagu/astarRémi Verschelde
Added ability to change A-star cost function
2017-04-03Merge pull request #8048 from ficoos/was_input_handledRémi Verschelde
Add the option to check if input was handled
2017-04-03Merge pull request #8219 from robertdhernandez/Node2D-Canvas-SyncAndreas Haas
Node2D/Control variables now update with canvas changes
2017-04-02Viewport: Fix undefined behaviour found by llvm sanitizer.Andreas Haas
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()). This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
2017-04-01Fixed Node2D/Control not updating propertiesRobert Hernandez
2017-04-01Added ability to change A-star cost functionFabian Mathews
2017-03-31Add the option to check if input was handledSaggi Mizrahi
When working with a viewport you should call Viewport.input() to pass the input, but if the input was unhandled you might also want to call Viewport.unhandled_input() so that objects in the sub-scene can handle the event. This adds a way to check if the input was handled so that you know whether you should call Viewport.unhandled_input() or not. Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
2017-03-31Fixed WindowDialog not aligning properlyRobert Hernandez
2017-03-30Fixed AtlasTexture being incorrectlyRobert Hernandez
Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an AtlasTexture.
2017-03-30Merge pull request #8208 from Shin-NiL/masterRémi Verschelde
Honor the Tween's final values
2017-03-30Honor the Tween's final valuesShin-NiL
2017-03-30Merge pull request #8203 from RandomShaper/add-missing-bindRémi Verschelde
Add missing binding for DUPLICATE_USE_INSTANCING
2017-03-30Add missing binding for DUPLICATE_USE_INSTANCINGPedro J. Estébanez
2017-03-24Merge pull request #8130 from volzhs/cache-font-masterRémi Verschelde
Cache DynamicFont resource for Android
2017-03-24Merge pull request #8010 from AlexHolly/Timer-is_time_leftRémi Verschelde
added Timer is_time_left()
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-24Cache DynamicFont resource for Androidvolzhs
2017-03-19is_active to is_pausedAlexHolly
rm doc
2017-03-18Merge pull request #8037 from RandomShaper/remove-warningRémi Verschelde
Remove warning on owner re-assignment
2017-03-18Merge pull request #8030 from RandomShaper/fix-redundant-connectionsRémi Verschelde
Fix redundant connections saved in sub-inheritance