Commit graph

207 commits

Author SHA1 Message Date
Juan Linietsky
d8b702b566 -Re-added margins in one way collision (made in a more user friendly way than in Godot 2.1), fixes #23860
-Fixed potential bug in OWC (i dont think anyone had it but..)
2019-01-18 14:15:05 -03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Michael Alexsander Silva Dias
4a91f94c13 Add undo-redo to the TileSet editor, and other improvements 2018-12-30 10:54:03 -02:00
Guilherme Felipe
bacf5124cf Add EDITMODE_PRIORITY for ATLAS_TILE
When editing ATLAS_TILE, now it's possible to enable priority to
randomize subtiles.
2018-12-23 18:56:18 -02:00
Guilherme Felipe
d840262739 Add z-index to ATLAS_TILE 2018-12-17 10:03:50 -02:00
Guilherme Felipe
33ca76e15d Fix AutoTile z-index not persisting correctly 2018-12-07 23:51:49 -02:00
Guilherme Felipe
69f6f787c0 Add Z-Index for Autotile 2018-12-07 18:42:56 -02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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.
2018-09-12 09:52:22 +02:00
Ranoller
0d33f4e9a2
Tileset: Bind autotile_set_size()/get_size().
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)
2018-08-30 20:56:38 +02:00
Rémi Verschelde
fa2c5bea3c TileSet: Bind tile_set_shape_offset and getter
Fixes #21476.
2018-08-27 11:09:11 +02:00
Mariano Javier Suligoy
01d509b165 Backward compatibility for autotile setup from Godot 3.0.X
Fixes #20746
2018-08-24 22:59:08 -03:00
MAriano Javier Suligoy
ce87a30e45 New TileSet Editor 2018-08-09 20:38:02 -03:00
Hein-Pieter van Braam
0e29f7974b Reduce unnecessary COW on Vector by make writing explicit
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.
2018-07-26 00:54:16 +02:00
Michael Alexsander Silva Dias
dc0c75ce68 Expose 'modulate' set/get in TileSet resource 2018-07-23 18:35:52 -03:00
isaacremnant
e4f0ac558d Restore support for minimal 3x3 autotile sets 2018-05-17 09:49:14 -04:00
Pieter-Jan Briers
20dd2204db Adds z-index properties to TileSets. 2018-05-01 17:24:57 +02:00
George Marques
0ee72fbd30
Merge pull request #18072 from AlexHolly/master
expose Tileset TileMode to GDScript
2018-04-08 21:44:07 -03:00
Alexander Holland
f18b74838c expose Tileset TileMode to GDScript 2018-04-08 22:54:02 +02:00
Poommetee Ketson
ed3b080ca6 Fix converting to tileset crashes Godot if existing file is not tileset
also make TileSetEditorPlgn tile list updates the preview modulate
2018-03-23 21:27:30 +07:00
Damar Indra
e69dd47501 Tileset Editor Improvement 2018-02-20 22:33:59 +07:00
Rémi Verschelde
9f479f096c Fix typos in code and docs with codespell
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18 22:01:42 +01:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
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
2018-01-12 00:58:14 +02:00
damarindra
bea40343ab fix updating tileset list when assign texture and set autotile true 2018-01-11 05:50:36 +07:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Poommetee Ketson
6c897707ca Add missing parameter names 2017-12-25 21:19:56 +07:00
Rémi Verschelde
2b41afb30e Fix wrong return value in some virtual method bindings 2017-12-10 15:34:08 +01:00
PJB3005
0221cac2fc Fix TileSet::AutotileData::ocludder_map typo 2017-12-08 20:38:36 +01:00
Ruslan Mustakov
e967dbca6f Fix TileMap and TileSet ClassDB bindings 2017-11-24 11:43:15 +07:00
Mariano Suligoy
bcfb0a09f8 Implement auto-tiling 2017-11-20 06:27:47 -03:00
Vito
5515d28107 Fixing tilemap rotation for non top-left tiles. 2017-11-15 09:22:07 +00:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Ignacio Etcheverry
78619a5866 Fixes method definitions with extra number of arguments 2017-08-10 07:17:51 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Bojidar Marinov
88ae942029
Readd shape_offset as an editor-only and backcompat property 2017-07-01 20:58:35 +03:00
Bojidar Marinov
4d2642b666 Readd tilemap's shape_transform and bugfixes
This reverts commit a808f53020.
2017-07-01 20:56:51 +03:00
Juan Linietsky
a808f53020 Revert "Fix Tileset/tilemap issues related to my adding of one-way collisions to them" 2017-07-01 13:02:04 -03:00
Bojidar Marinov
80356f925c
Fix #9409, fixup #9370; tileset now has shape transform instead of offset
Fix bad return type in CollisionObject2D, Shape -> Shape2D. Was causing unintended null when casting. (9409)
Fix a misplaced ++ operator. (9370)
Fix merging with exiting tileset duplicating shapes. (9370)
2017-06-30 19:01:20 +03:00
Rémi Verschelde
f2bc0cc966 Merge pull request #9370 from bojidar-bg/c-9318-oneway-tilemaps
Add one-way collisions and individual shape offsets for tilesets
2017-06-26 22:47:26 +02:00
Bojidar Marinov
207feb2f87
Add one-way collisions and individual shape offsets for tilesets
As requested in #9318
Accidentially fixes #2231 as well
2017-06-25 21:47:30 +03:00
Bojidar Marinov
2edb082c7e
Add normal map to tilemaps and tilesets
Fixes #9310
2017-06-22 18:15:50 +03:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Juan Linietsky
94609305a0 Merge pull request #6519 from RandomShaper/enhance-tileset
Add modulate (color) to TileSet tiles
2017-01-14 16:52:16 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Pedro J. Estébanez
86789c7071 Add modulate (color) to TileSet tiles 2016-11-30 14:33:39 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
Juan Linietsky
09489e3a78 lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Olafur Haukur Flygenring
c78a06536e Merge remote-tracking branch 'upstream/master' 2014-02-19 20:52:07 +00:00
Juan Linietsky
d7d65fa2f2 -improved physics ccd
-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
2014-02-19 11:57:14 -03:00
Olafur Haukur Flygenring
ec448845e2 Added function "get_tiles_ids" to TreeSet. 2014-02-18 09:49:34 +00:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00