c06db1dd18
Add process_mode property to Camera2D
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This allows the user to choose if the camera should update in
_process or _physics_process.
2019-01-06 15:44:17 +01:00
440d62acd1
Fix viewport not updating with make_current() for Camera2D
2019-01-01 13:44:09 -05:00
b16c309f82
Update copyright statements to 2019
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Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
f2e54057ae
-Moved EditorDefaultValue to ClassDB, made it core
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-Removed one and zero hints for properties, replaced by default value
2018-11-08 11:30:59 -03:00
a0f206aae8
fix enum cast warnings on clang
2018-10-04 09:17:59 +02:00
c8a42f98cc
Fix Camera2D drag margin property is affected by zoom property #18912
2018-05-16 01:53:38 +02:00
3cf2d6524b
Fix inverted RIGHT/LEFT TOP/BOTTOM Camera2D drag margin in runtime (editor works fine). Fix #16095 .
2018-01-27 19:37:04 +01:00
9b8e8b2220
Bind many more properties to scripts
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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
d4adcf3fa2
Update Camera2D scroll using NOTIFICATION_INTERNAL_PROCESS
2018-01-08 18:29:22 +01:00
e4213e66b2
Add missing copyright headers and fix formatting
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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
b50a9114b1
Update copyright statements to 2018
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Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
43cbef219b
Overhauled the ParallaxBackground system so that it works properly regardless of the zoom of the camera.
2017-10-26 20:42:51 +01:00
9cadb9e5f3
Bind unbound enums, rearrange some by value
2017-10-22 01:58:02 +07:00
4537977d6d
Renamed fixed_process to physics_process
2017-09-30 16:19:07 +02:00
5ad9be4c24
Rename pos to position in user facing methods and variables
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
2017-09-20 13:11:10 +02:00
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +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
2cc8309249
Merge pull request #10351 from neikeq/enums-are-for-the-weak
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ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
32dd9a9f66
ClassDB: Provide the enum name of integer constants
2017-08-20 22:07:43 +02:00
541fdffc0a
Merge pull request #10319 from neikeq/pr-engine-editor-hint
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Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
90b8a5b71e
Removes editor_hint from SceneTree
2017-08-19 01:29:45 +02:00
00f6c85928
Synchronize parameter names in definition and declaration
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Fixes #10244 .
2017-08-16 17:22:23 +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
7d77406980
Added some editor enhancements to Camera2D. Added the option to draw Camera2Ds bounds and drag margins. Added options to toggle the drawing of Camera2Ds lines in the editor. When a Camera2D is marked as current, its lines become a little less transparent.
2017-06-25 16:05:44 -04:00
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
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
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
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
dcb95ec147
removed duplicated functions in class hierarchy that were bound more than once
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added a check to detect this case in the future
2017-01-14 11:10:42 -03:00
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
d093cc8bf8
Renamed call_group to call_group_flags, made call_group without flags the default
2017-01-14 10:03:53 -03:00
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
b085c40edf
-Conversion of most properties to a simpler syntax, easier to use by script
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-Modified help to display properties
GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
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
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
913925f106
Center camera2D with the proper viewport size
2016-09-15 08:17:23 -03:00
a4156f1f0a
Added a few functions to make 2D split screen easier.
2016-09-14 15:55:14 -03:00
d691cb4732
Add an option to smooth camera limits when camera smoothing is enabled.
2016-07-13 11:48:50 +02:00
b06eca108a
Merge pull request #5490 from timoschwarzer/master
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Add new Camera2D alignment functions
2016-07-10 12:39:50 -03:00
f40f360a2c
Remove unused variables (fourth pass) + dead code
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Also fix a potential regression from 3fcb9b1ec1 .
2016-07-08 16:47:55 +02:00
ae055ebf82
Add align() to realign the Camera2D to its tracked node
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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
6686fbc1e0
Add reset_smoothing() for immediately fixing the camera to the destination location
2016-06-29 17:40:29 +02:00
f3342eb72e
Fix a inherited transform bug with Camera2D preview drawing
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Closes #5339
2016-06-21 22:35:04 +03:00
b2e0cedbf0
Fix continious update with Camera2D
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Closes #4406
2016-04-23 15:27:32 +03:00
6da39ce18d
Merge pull request #4380 from bojidar-bg/camera2d-fix-zoom
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Fix Camera2D ignoring zoom when checking limits
2016-04-19 20:48:59 +02:00
7a8aea0be9
Fix Camera2D ignoring zoom when checking limits
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Closes #1912
2016-04-19 21:35:02 +03:00
e7f66a88d6
Add preview of the Camera2D's screen boundaries
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Closes #3365
2016-04-19 16:07:06 +03:00