Hein-Pieter van Braam
cacced7e50
Convert Object::cast_to() to the static version
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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/
2017-08-24 23:08:24 +02:00
Ignacio Etcheverry
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
Juan Linietsky
e47ecc63ef
Properly update frame range after modifying the vframe/hframes, closes #7624
2017-08-05 16:19:36 -03:00
Rémi Verschelde
85088275c5
Merge pull request #8209 from robertdhernandez/Texture-Region-Editor-Sync
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Texture region now updates when changing an Atlas region rect
2017-08-01 00:15:37 +02:00
Poommetee Ketson
49331fbd63
Sprite: fix disconnect nonexistent signal
2017-07-23 01:02:33 +07:00
Robert Hernandez
f0f407e76e
Texture region now updates when changing an Atlas
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- Removed atlas_changed signal for AtlasTexture
- Changes are now handled by _notify_change
- Removed unneccesary signal connections
- Texture preview now updates in real-time
Fixed TextureRegionEditor constantly regenerating
2017-06-29 10:49:24 -04:00
Juan Linietsky
d41978eb63
Usability improvements for folding. Unfortunately SpatialMaterial broke compatibility.
2017-06-25 18:57:28 -03:00
Juan Linietsky
0288be1e76
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-18 22:55:02 -03:00
Juan Linietsky
5c6cac4e53
Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far.
2017-06-17 23:27:42 -03:00
alexholly
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
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
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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
Hein-Pieter van Braam
0f687f0ccb
Remove use of _SCS from ADD_METHOD
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This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Rémi Verschelde
93ab45b6b5
Style: Fix whole-line commented code
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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.
2017-01-14 14:52:23 +01:00
Juan Linietsky
e53c247cb1
Created new Engine singleton, and moved engine related OS functions to it.
2017-01-13 12:51:14 -03:00
Juan Linietsky
8ecc34bfae
removed unnecesary modulate funtions, which were superseded by self_modulate
2017-01-08 12:31:14 -03:00
Juan Linietsky
118eed485e
ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
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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
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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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
Andreas Haas
9d67895c7c
Sprite: Fix inspector not showing changes on "frame" property.
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Fixes #6562
2016-10-11 15:14:05 +02:00
Juan Linietsky
22d83bc9f6
Begining of GLES3 renderer:
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Juan Linietsky
7c1ab42571
Fix the +1 button to insert keyframes in Sprite and Sprite3D, closes #5422
2016-07-06 23:46:04 -03:00
MarianoGNU
79c500bee1
Modify margins with mouse input
2016-06-20 17:06:19 -03:00
Rémi Verschelde
94c34ff890
i18n: Proofreading of all strings
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Done to ensure that no important identifiers are translatable,
to fix compound strings using the new vformat() function, and
some general English proofreading here and there.
2016-05-21 00:21:57 +02:00
Juan Linietsky
c195c0df6b
-Added configuration warning system for nodes
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-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
Franklin Sobrinho
1d188c1c7b
Fix Sprite doesn't updating region_rect value in certain conditions
2016-03-05 12:30:09 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
79e5ced7e6
-A little More control about pixel snapping in 2D
2015-10-13 15:53:34 -03:00
MarianoGNU
3e6aaec193
Add SpriteRegionEditor and update Polygon2DUVEditor
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Both with snap and grid support
2015-09-28 00:06:06 -03:00
Juan Linietsky
1fecba6b5b
-added hints to sprite v/hframes, fixes truncation problem
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-removed an error being printed often unnecesarly about missing child
2015-08-29 13:02:56 -03:00
Juan Linietsky
95047562d7
Several performance improvements, mainly in loading and instancing scenes and resources.
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A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky
8945670bc0
made changing pivot simpler in 2D nodes (just press v with mouse over position)
2015-06-12 13:53:18 -03:00
Juan Linietsky
f36e7dcb40
improved animation editor
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-same-value link keys
-new layout
-forward, backwards playback
-integrated curve/property editor
-auto increment sprite frame after insert
-copy & paste animation resoucres
2015-05-25 01:47:02 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
c79be979d4
Batch of Bugfixes
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-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914 , #859 , #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899 , but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
2014-12-07 02:04:20 -03:00
Juan Linietsky
0dbedd18fc
SceneMainLoop -> SceneTree
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
romulox_x
5cb403747e
Modified sprite's draw notification call to use floats instead of integers so that the texture coordinates used to draw a frame from the sprite sheet don't have to snap to pixels
2014-10-09 19:34:27 -07:00
Juan Linietsky
7ea3e8267a
-Fixed a few bugs in Viewport
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-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
2014-04-10 00:18:27 -03:00
Juan Linietsky
d7d65fa2f2
-improved physics ccd
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-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
Juan Linietsky
0b806ee0fc
GODOT IS OPEN SOURCE
2014-02-09 22:10:30 -03:00