Commit graph

136 commits

Author SHA1 Message Date
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Pedro J. Estébanez
3bb5abbc35 Let TileMap apply its material
So when a material is set, every tile will be rendered with that. Quadrants will not be recreated, so a `CanvasItem` will exist per material per quadrant regardless a global material is set.

This makes also __Use parent material__ work for `TileMap`s.

Closes #9996.
2017-08-15 23:41:23 +02:00
Hassan A
74587a4927 Added get_used_cells_by_id method 3.0 2017-08-02 18:02:00 -04:00
Rémi Verschelde
d596946a45 Merge pull request #8271 from MattUV/master
Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
2017-04-09 23:37:56 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
MattUV
6b5305b972 Add set/get_collision_layer/mask_bit() to TileMaps
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()
2017-04-06 23:27:55 +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
Bojidar Marinov
136e1e18ba
Add Rect2 TileMap::get_used_rect(), closes #4390 2017-02-20 23:02:03 +02:00
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
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
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
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
Ovnuniarchos
e07dd9ab32 TileMap now honors blending mode. 2016-11-24 21:28:10 +01:00
Patrick Reh
fff4d5867c Added Tile Origin = Bottom Left option to the TileMap 2016-06-20 12:18:53 +02:00
Johan Manuel
a634fc7a4a Added get_cellv() method to TileMap 2016-02-06 13:48:41 +01:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
reduz
5063cd7757 -Make tilemap able to change light mask, fixes #2557 2015-12-29 14:47:13 -03:00
Juan Linietsky
ec8f0d7eb9 ability to set occluder mask in tilemap, fixes #3025 2015-12-12 10:45:31 -03:00
Juan Linietsky
59961c9914 Live edit WORK IN PROGRESS
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
Juan Linietsky
af06843982 -new collision layer & mask system for 2D, for more flexible collision masking 2015-05-03 16:47:21 -03:00
Juan Linietsky
4661a6e126 -try to avoid errors when path using ".." is present in script include, fixes #1703 2015-04-18 16:17:33 -03:00
Juan Linietsky
be46be7801 -renamed function to get object from instance id
-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
marynate
7957709cb1 Fix compie error in TileMap::_fix_cell_transform(...) 2015-03-09 16:28:08 +08:00
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
Carl Olsson
196185d0be Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	scene/2d/tile_map.cpp
2015-02-15 18:21:35 +10:00
Carl Olsson
8bb1e19d73 Replace body_mode property with use_kinematic flag.
Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-14 06:43:50 +10:00
Carl Olsson
9d182e93a3 Added body mode property to TileMap to select between static and kinematic physics bodies. Kinematic allow use of TileMaps for moving platforms for example.
Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too.
And in order to fix the tileset I need to activate snapping for collision polygon vertices.
2015-02-13 20:49:21 +10:00
Carl Olsson
c613fb121b Moved wrapper function to TileMapEditor. 2015-02-11 21:40:50 +10:00
Carl Olsson
9171f71ff5 Revert variant arg length to 5 and add 5 arg wrapper function for TileMap set_cell. 2015-02-11 21:11:14 +10:00
Carl Olsson
a8b318871c Prep for tile transpose transform. 2015-01-19 23:07:25 +10:00
Juan Linietsky
b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 00:10:51 -03:00
Juan Linietsky
549d344f0f Fixing Issues...
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
2014-09-19 18:39:50 -03:00
Juan Linietsky
01632a824e Bug Fixes
-=-=-=-=-

-Documentation now shows overridable theme values (though this needs to be documented).
-Detect when object transform is flipped and flip normals too.
-TileMap can specify bounce and friction for collision.
-Removed limit of 4 lights per object
-Added is_hovered() to buttons.
2014-06-29 22:41:02 -03:00
Juan Linietsky
b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00