Commit graph

374 commits

Author SHA1 Message Date
Marc Gilleron
e2fba10b95 Added Line2D node that draws a polygon-based line
It supports unlimited width, color gradient, texture and some geometry
options for joints and caps. Also transparency without artifacts
(provided that line joints aren't too sharp).
2017-01-15 00:44:46 +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
dcb95ec147 removed duplicated functions in class hierarchy that were bound more than once
added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
Rémi Verschelde
93ab45b6b5 Style: Fix whole-line commented code
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
d093cc8bf8 Renamed call_group to call_group_flags, made call_group without flags the default 2017-01-14 10:03:53 -03:00
Juan Linietsky
f3b6177ece rename monitoring functions 2017-01-13 20:03:51 -03:00
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
0ad9939603 Rename collision layer as suggested in #5696 2017-01-13 11:01:19 -03:00
Juan Linietsky
04c749a1f0 New API for visibility in both CanvasItem and Spatial
visible (property) - access set_visible(bool) is_visible()
is_visible_in_tree() - true when visible and parents visible
show() hide() - for convenience
2017-01-13 10:45:50 -03:00
Juan Linietsky
a2903fc51d Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED 2017-01-12 20:35:46 -03:00
Juan Linietsky
83cb84753f Renamed most signals so they refer to:
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
4338c90163 It is now possible to name layers of different kinds! 2017-01-10 22:20:57 -03:00
Juan Linietsky
f3f4a11cfb - _ready() callback only happens once now, if you want to receive it again, use request_ready()
- C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks
- callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script.
2017-01-10 18:04:33 -03:00
volzhs
b8ea0ba984 Fix modulate property bind to Color 2017-01-09 21:53:20 +09:00
Juan Linietsky
1b0930c435 Renamed finished to animation_finished, also passes the animation name when finished 2017-01-08 17:41:32 -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
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky
3fae505128 Begin modifying properties to make them more friendly to script and doc. 2017-01-03 00:38:16 -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
3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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
c9366f8b56 Merge pull request #7410 from nounoursheureux/master
Add the 'finished' signal to AnimatedSprite
2017-01-02 15:54:58 +01:00
Rémi Verschelde
6428ebd91f Merge pull request #7406 from neikeq/pr-issue-5076
TileMap: _update_dirty_quadrants() cancel pending update pre return
2017-01-02 15:11:23 +01:00
Rémi Verschelde
3e1b5ad223 Merge pull request #7382 from volzhs/fix-visibility
Able to change visibility when ancestor node is hidden
2017-01-02 14:17:42 +01:00
Wilhem Barbier
f6262fde11 Add the 'finished' signal to AnimatedSprite 2017-01-02 12:24:37 +01:00
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
Ignacio Etcheverry
5b3acd287d TileMap: _update_dirty_quadrants() cancel pending update pre return 2017-01-01 21:08:12 +01:00
reduz
f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
volzhs
792ff11642 Able to change visibility when ancestor node is hidden 2016-12-28 14:27:27 +09:00
Ignacio Etcheverry
d579d0a814 KinematicBody: Fix wrong method bind return type 2016-12-10 16:23:47 +01:00
Andreas Haas
4dd6bead1f
Particles2D: Fix initial size randomness property having no effect.
It was just a little typo :p
2016-12-03 20:16:03 +01:00
Pedro J. Estébanez
86789c7071 Add modulate (color) to TileSet tiles 2016-11-30 14:33:39 +01:00
Ovnuniarchos
e07dd9ab32 TileMap now honors blending mode. 2016-11-24 21:28:10 +01:00
Rémi Verschelde
d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Rémi Verschelde
afd86ee240 Merge pull request #6090 from WalasPrime/raytrace_force
Added force_raycast_update GDScript method for RayCast[2D]
2016-10-22 12:40:14 +02:00
Rémi Verschelde
fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Andreas Haas
9d67895c7c
Sprite: Fix inspector not showing changes on "frame" property.
Fixes #6562
2016-10-11 15:14:05 +02:00
Juan Linietsky
1527cf8c0d 2D Shaders are working again using the new syntax, though all is buggy in general 2016-10-10 18:31:01 -03:00
Pedro J. Estébanez
34c02fad5a Add editor_only param to Light2D 2016-10-04 16:44:59 +02:00
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-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
Karol Walasek
7494a8c3c6 Added force_raycast_update GDScript method for RayCast[2D] 2016-10-03 12:36:16 +02:00
Pawel Kowal
f9a21baa26 Fix #6480, area duplicated param 2016-09-29 18:12:45 +02:00
anneomcl
aa5ade834c Fix for #6158. Converting Vector2 to Size2 for scaling functions. 2016-09-19 23:31:45 -07:00
Juan Linietsky
913925f106 Center camera2D with the proper viewport size 2016-09-15 08:17:23 -03:00
Juan Linietsky
a4156f1f0a Added a few functions to make 2D split screen easier. 2016-09-14 15:55:14 -03:00
Juan Linietsky
5fc084c28e -Fixed issue in Kinematicbody2D 2016-09-01 12:03:55 -03:00
Juan Linietsky
fc70824f7c More improvements to visual script..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Rémi Verschelde
ce7e2ae4f4 draw_line: Properly bind antialiased argument 2016-08-31 08:57:21 +02:00
Juan Linietsky
fb4d6d1db0 More visual script improvements
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Rémi Verschelde
9a35ed5d54 Merge pull request #5670 from timoschwarzer/feature/camera2d_limit_smoothing
Add an option to smooth camera limits when camera smoothing is enabled.
2016-08-30 16:52:55 +02:00
Rémi Verschelde
835ee75d57 Merge pull request #6159 from touilleMan/issue-6148
Add Node2d global rot/rotd/scale methods
2016-08-29 19:04:24 +02:00
Juan Linietsky
748836e0b3 Several all around fixes to visual scripting (in the process of creating demos) 2016-08-28 20:59:01 -03:00
Emmanuel Leblond
c402ac13df Add Node2D's set_global_rot get_global_rot set_global_rotd get_global_rotd set_global_scale get_global_scale methods. 2016-08-15 11:39:19 +02:00
Juan Linietsky
37b5e99bc2 prevent bug due to scripts not working in editor and notifier sending signals to it. 2016-08-08 19:04:12 -03:00
Juan Linietsky
ba625a14c6 Merge pull request #5447 from RandomShaper/parallax-layer-fix-tidy
Improve parallax mirroring algorithm
2016-07-24 12:19:27 -03:00
Timo Schwarzer
d691cb4732 Add an option to smooth camera limits when camera smoothing is enabled. 2016-07-13 11:48:50 +02:00
Juan Linietsky
b41be2d1a9 Merge pull request #4854 from Razzlegames/screenToLocal
Conversion function for screen coords to local Canvas coords
2016-07-11 02:26:58 -03:00
Kyle Luce
605193b22f Conversion function for screen coords to local Canvas coords
- Useful if you need to Convert screen coords to the coordinate space of a
  CanvasItem, but don't have an associated InputEvent to use in
  #make_event_local.

For example, if you have a particular point on the screen you'd like to project
into World Space, for various reasons, you would use this function on the root
of the scene. This is analogous to ray casting from screen space in 3D.
2016-07-10 16:06:57 -07:00
Juan Linietsky
46bb02991f Merge pull request #5270 from lonesurvivor/master
Added Tile Origin = Bottom Left option to the TileMap
2016-07-10 13:41:33 -03:00
Juan Linietsky
b06eca108a Merge pull request #5490 from timoschwarzer/master
Add new Camera2D alignment functions
2016-07-10 12:39:50 -03:00
Rémi Verschelde
f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +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
Timo Schwarzer
185ba75bfa Fix Camera2D header for align() 2016-06-30 16:07:48 +02:00
Timo Schwarzer
ae055ebf82 Add align() to realign the Camera2D to its tracked node
align() will center the tracked Node if anchor mode is set to DRAG_CENTER, otherwise the camera is set to the Node's position
2016-06-29 18:17:11 +02:00
Timo Schwarzer
6686fbc1e0 Add reset_smoothing() for immediately fixing the camera to the destination location 2016-06-29 17:40:29 +02:00
Juan Linietsky
47d6cc08bb Properly deliver localized coordinates when passing gui events through parents, closes #4215 2016-06-27 10:00:36 -03:00
Pedro J. Estébanez
6ce47d9b51 Improve parallax mirroring algorithm
Replaces the iterative approach currently used by an equivalent direct computation.
Also fixes infinite looping that happens when the mirroring value is negative.
2016-06-27 10:40:33 +02:00
Juan Linietsky
10f411b47b Avoid mirroring to go negative to fix crash, closes #4036 2016-06-26 16:51:13 -03:00
Juan Linietsky
282da142ae Added an option to ParallaxLayer to add an extra scroll offset, helps if you want to make clouds to move by themselves and animate that, for example. 2016-06-26 16:22:20 -03:00
Rémi Verschelde
0be12898a7 Revert "Improve parallax mirroring algorithm" 2016-06-26 18:03:15 +02:00
Juan Linietsky
130b83bc52 Ability to set draw transform as a matrix, closes #5428 2016-06-26 13:01:17 -03:00
Rémi Verschelde
b02d67be30 Merge pull request #5307 from MarianoGnu/master
TextureRegion improvements
2016-06-26 09:43:45 +02:00
Rémi Verschelde
22c9a44174 Merge pull request #5391 from RandomShaper/parallax-layer-fix-tidy
Improve parallax mirroring algorithm
2016-06-24 21:26:54 +02:00
Pedro J. Estébanez
fbddc0b747 Improve parallax mirroring algorithm
Replaces the iterative approach currently used by the standard fmod() function.
Also fixes infinite looping that happens when the mirroring value is negative.
2016-06-24 18:39:56 +02:00
George Marques
b06d235ce8
Rename CanvasItem.edit_get() to edit_get_state()
This makes more sense of what it does and correlates to edit_set_state()
2016-06-23 17:59:37 -03:00
Bojidar Marinov
f3342eb72e
Fix a inherited transform bug with Camera2D preview drawing
Closes #5339
2016-06-21 22:35:04 +03:00
Juan Linietsky
fa0d1cd27c fix CanvasItem.get_global_transform() and CanvasItem.get_local_transform(), closes #4075 2016-06-20 21:19:12 -03:00
MarianoGNU
79c500bee1 Modify margins with mouse input 2016-06-20 17:06:19 -03:00
Patrick Reh
fff4d5867c Added Tile Origin = Bottom Left option to the TileMap 2016-06-20 12:18:53 +02:00
MarianoGNU
0f1a717c64 Remove unused connection. ShaderEditor should'nt handle ShaderGraphs.
Fixes #4678 && #4745
2016-06-20 00:50:33 -03:00
Juan Linietsky
7c20c386c5 -Added trigger mode to tracks, useful for properties that work as triggers, such as playing a sample, an animation, etc.
-Better interpolation of discrete tracks, fixes #4417
2016-06-19 01:43:02 -03:00
Rémi Verschelde
b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
95dc15b750 Send body inout notifications after state is applied, fixes #4683 2016-06-17 16:45:10 -03:00
Juan Linietsky
4866713bc3 added a function CanvasItem.get_item_and_children_rect() , fixes #4738 2016-06-13 21:37:04 -03:00
Rémi Verschelde
0729c852b4 Fix indentation issues in last commits
Ping @reduz.
2016-06-07 07:39:40 +02:00
Juan Linietsky
2b9cab25c0 -Fix small bug regarding to canvas layer detection, closes #4381 2016-06-06 21:14:25 -03:00
Daniel J. Ramirez
ba0baa3ca7 Modified damp ranges 2016-05-23 18:23:51 -05:00
Daniel J. Ramirez
c9350d7897 Clamped some light2D ranges 2016-05-23 17:56:10 -05:00
Ovnuniarchos
0d20ceeb61 Polygon2D now exposes vertex colors. 2016-05-23 03:40:45 +02:00
Rémi Verschelde
94c34ff890 i18n: Proofreading of all strings
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
volzhs
ebcf04ff1f fix compile failure when tools=no 2016-05-18 14:29:53 +09:00
Rémi Verschelde
be4d95c19a CanvasModulate: fix build issue with GCC
Bug from c195c0d.
2016-05-17 23:47:26 +02:00
Juan Linietsky
c195c0df6b -Added configuration warning system for nodes
-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
volzhs
d6ccea541d remove old bind for add_frame of SpriteFrames
it causes ``ERROR: Method already bound: SpriteFrames::add_frame``
2016-05-17 22:48:36 +09:00
Juan Linietsky
bed3efb17e New reworked AnimatedSprite!
-New SpriteFrames editor, with support for drag&drop, multiple animation
sets, animation speed and loop.
-New AnimatedSprite, with support for all the new features!
AnimatedSprite3D has not been updated yet.
-Added support for drag&drop to other editors, such as resourcepreload,
sample library,  etc.
2016-05-14 23:48:45 -03:00
MattUV
91c85ff1f5 classref: Fixed return types in Area and Area2D (#4635) 2016-05-12 17:03:15 +02:00
Rémi Verschelde
4eab767a6f Rotation APIs: Better exposure for degrees methods
Made public the various set/getters for rotations in degrees.
For consistency, renamed the exposed method names to remove the leading
underscore, and kept the old names with a deprecation warning.

Fixes #4511.
2016-05-06 23:38:08 +02:00
Ignacio Etcheverry
1e752c0120 Fix wrong return and argument types in documentation 2016-05-04 15:35:09 +02:00