7dfba3cda9
doc: Fix enum tags thanks to 2bc6db6
2017-11-24 23:16:30 +01:00
bc75fae579
doc: Update header version for 3.0-beta
2017-11-24 09:16:52 +01:00
80ad8afc85
Native pan and zoom for macOS
2017-11-21 09:11:39 +01:00
d28763a4c1
Rename Rect3 to AABB.
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Fixes #12973 .
2017-11-17 11:01:41 -05:00
bb1d1912ea
Merge pull request #12488 from djrm/pr_gridmap_fixes
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Several improvements to GridMap.
2017-11-16 19:27:27 +01:00
677e95d8d1
doc: Make all module docs self-contained
2017-11-15 21:29:33 +01:00
967bfb0c4a
doc: Remove revision.module_config from version string
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It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
2017-11-15 20:41:16 +01:00
1b7f99d9e5
Several improvements to GridMap.
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Fixed crash when undoing.
More ergonomic shortcuts.
Fixed freelook navigation.
2017-11-09 16:18:48 -06:00
8652c1d5b1
classref: Sync with current source
2017-10-21 12:04:36 +02:00
8bc96cc146
Adds world_to_map() and map_to_world() methods to GridMap.
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Closes #11856 .
Also fixes GridMap::set_cell_scale() not visually updating the grid meshes
2017-10-21 00:20:25 +02:00
62ba7a1eb0
[DOCS] Document GridMap
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[ci skip]
2017-10-15 20:38:38 +02:00
b1f2c31a36
doc: Sync classref with current source
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Ensure that s/fixed_process/physics_process/ is handled properly.
[ci skip]
2017-10-11 23:55:04 +02:00
16bf0f08ed
Add GridMap::get_used_cells. Fixes #11857 .
2017-10-05 15:34:34 +02:00
4f929a0fdf
Changed the doc class generation to individual files per class. It is also possible to save module files in module directories and the build system will
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recognize them.
2017-09-12 17:45:41 -03:00
6efd777fae
Merge pull request #10976 from saltares/issue-907
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Fixes setting visibility on GridMap, issue #907
2017-09-06 11:49:35 +02:00
f43a0ef327
Setting visibility on GridMap now works. Closes #907 .
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Basically, `GridMap` wasn't reacting to the
`NOTIFICATION_VISIBILITY_CHANGED` event. This reacts to such events and
walks over the set of `Octants` and all of their `MultiMeshInstances` to
set their visibility on the `VisualServer`.
2017-09-05 22:44:19 +01:00
adde89e8b1
-Added an optimization so physics shapes are configured later, speeds up grid map loading and editing
2017-09-03 14:54:15 -03:00
8f30c52a37
Removed ontop property, added a material rendering priority system. Fixes #9935 , closes #10135
2017-09-01 13:01:08 -03:00
a2027cfa49
-Fixes to how collada generates tangents (use SurfaceTool), closes #9562
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-Fix to gridmap cell size (wrong property type)
2017-08-29 08:48:39 -03:00
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
37da8155a4
-Largely rewrote gridmap to simplify it
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-Got editor working again
-Added a current-floor marker on selection
2017-08-27 16:02:00 -03:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
9a1d9a41eb
Add several missing Null checks in _notification
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This fixes #6118
2017-08-26 22:50:15 +02:00
1894157c9f
-Massive clean up to gizmos
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-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
d9e94fa0c3
Fix i18n bug in GridMap string
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Regression from 6134d87 causing build issue on clang.
2017-08-25 20:55:33 +02:00
6134d8741d
Editor: Add some more translatable strings.
2017-08-25 18:49:45 +02:00
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
06256cd778
Some control fixes and removed useless lines
2017-08-19 19:10:00 +02:00
b1ecaaa22b
Merge pull request #10307 from Rubonnek/update-argument-names
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Updated function argument names
2017-08-16 17:17:56 +02:00
0d35d4d53b
Replace GUI anchor type by a float between 0 and 1
2017-08-13 21:20:13 +02:00
428f03cf06
Updated function argument names
2017-08-12 15:12:49 -04:00
78619a5866
Fixes method definitions with extra number of arguments
2017-08-10 07:17:51 +02:00
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
5ae78fdf6a
Makes all Godot API's methods Lower Case
2017-08-07 18:24:35 +07:00
3da3a36034
Many fixes to improve GI Probe quality
2017-07-15 23:24:37 -03:00
935f730170
renamed all Rect3.pos to Rect3.position
2017-06-09 15:54:02 +02:00
9bc5348961
InputEvent: Renamed "pos" property to "position"
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Make the naming consistent with other classes.
2017-06-03 11:26:39 +02:00
5b3709d309
Removal of InputEvent as built-in Variant type..
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this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
304a1f5b5a
Implemented scrolling factor for smooth trackpad scrolling
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Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
2017-05-07 14:23:56 +02:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
5dbf1809c6
A Whole New World (clang-format edition)
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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
49c065d29c
Refactoring: rename tools/editor/ to editor/
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00
da11d6d9e8
Many fixes to make exported scenes work better, still buggy.
2017-02-15 08:34:02 -03:00
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
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
3890256fc5
Style: Cleanups, added headers, renamed files
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Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.
Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
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
a2903fc51d
Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED
2017-01-12 20:35:46 -03:00
bc26f90581
Type renames:
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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