Commit graph

2931 commits

Author SHA1 Message Date
Juan Linietsky
703004f830 More 3D Work
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
2014-06-16 10:22:26 -03:00
Juan Linietsky
64e83bfd14 Merge branch 'master' of https://github.com/okamstudio/godot 2014-06-11 10:41:43 -03:00
Juan Linietsky
9b8696d3dd Light Baker!
-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-06-11 10:41:03 -03:00
reduz
5f5cd5e6d1 Merge pull request #445 from Raventara/master
added XClassHint to windows in OS_X11::initialize
2014-06-11 01:21:35 -03:00
reduz
bb0dd1c5f9 Merge pull request #459 from marynate/PR-diracccess-dir-exists
Add DirAccess:dir_exist api
2014-06-11 01:19:39 -03:00
reduz
2bf34875de Merge pull request #460 from marynate/PR-static-mingw-build
Static mingw windows 32bit build - In any case, i think this depends on the version of mingw you have installed.
2014-06-11 01:19:18 -03:00
reduz
267ab88c68 Merge pull request #475 from TheoXD/master
Return an error code when address/port already in use
2014-06-11 01:14:32 -03:00
marynate
ffe01a51cb Add more callback for Godot.java 2014-06-04 11:38:30 +08:00
marynate
57a53fbe52 Add RAW_ARRAY as valid paramter for java binding 2014-06-04 11:38:17 +08:00
Theo Hallenius
91aa645d8a Return an error code when address/port already in use 2014-05-31 17:13:08 +02:00
Juan Linietsky
6f0b4678e2 More 3D Improvements
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00
reduz
d9adf2627a Merge pull request #464 from marynate/PR-fix-android-payment-java
GodotPaymentV3.java was accidently deleted in latest commit
2014-05-29 10:53:37 -03:00
marynate
40affa8760 Add android x86 build 2014-05-28 15:27:30 +08:00
marynate
a1635e809f GodotPaymentV3.java was accidently deleted in latest commit 2014-05-28 14:58:54 +08:00
marynate
5429118f83 Static mingw windows build 2014-05-26 13:42:44 +08:00
marynate
e6c1689b69 Add DirAccess:dir_exist api 2014-05-25 14:50:54 +08:00
Juan Linietsky
71355aaab7 -Fixed bug in "extends" 2014-05-24 13:25:56 -03:00
Juan Linietsky
1cad087969 Making Godot Easier to Use..
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
Russell
92eda764df added XClassHint to windows in OS_X11::initialize for improved window management in x11. 2014-05-22 16:05:05 +10:00
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
Deviance
716c1ae022 fix z-buffer issues on x11/mesa 2014-05-06 00:01:08 +03:00
Juan Linietsky
72ae89c5aa Lots of 3D improvements:
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
2014-05-04 22:50:23 -03:00
Juan Linietsky
6572d51288 -Fixes to OpenSSL compilation (more)
-Fix bug in GDScript, now static functions can call static functions.
2014-05-01 11:34:10 -03:00
Juan Linietsky
4dc4e96c8a -OpenSSL Fixes 2014-05-01 09:53:37 -03:00
Juan Linietsky
87f37bc5a3 -Added OpenSSL and HTTPS support
-Built-in version of the library for Windows, Android and iOS (other OSs use system one)
-Small fixes all around
2014-04-28 21:56:43 -03:00
adolson
b28c1e749a add display/resizable support to Linux
add display/resizable support to Linux
2014-04-22 03:17:20 -04:00
Juan Linietsky
a4c1fa12a5 heck 2014-04-19 16:46:52 -03:00
Juan Linietsky
0360b454a4 -Fixed viewport stretch bugs
-Fixed input in viewport stretch bugs
-Fixed tilemap pixel overlap (really?)
2014-04-18 11:43:54 -03:00
Juan Linietsky
ec4ef2d2e7 -Added google play services (needed for some stuff)
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
2014-04-14 22:43:44 -03:00
Juan Linietsky
162d2ebe4f -Added google play services (needed for some stuff)
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
2014-04-14 22:16:13 -03:00
Juan Linietsky
c74d918d57 Merge branch 'master' of https://github.com/okamstudio/godot 2014-04-10 00:19:29 -03:00
Juan Linietsky
7ea3e8267a -Fixed a few bugs in Viewport
-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
sanikoyes
bae5ad7c8b Move onKeyDown/onKeyUp from Godot to GodotView
Press 'back' button should not terminate program, normal handle 'back' event in game logic
2014-04-06 21:53:38 +08:00
sanikoyes
77a840e350 Merge branch 'master' into hotfix-android-unicode-ime-input 2014-04-06 21:52:47 +08:00
sikakraa
f103b67326 Fixed Android crash by adding safety to the hideKeyboard() -function. 2014-04-06 02:13:36 +03:00
Juan Linietsky
9f33134c93 -Support for changing fonts
-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
2014-04-05 12:39:30 -03:00
reduz
c1f4d1c95e Merge pull request #229 from marynate/PR-resizable-window
Add display/resizable to project setting to prevent windwo from resizing
2014-04-05 09:39:19 -03:00
marynate
7ff0ce7e00 Lift Godot GLView update frequency from 30 to 60 2014-03-31 12:57:05 +08:00
marynate
f6e6093ab9 Add display/resizable to project setting to prevent windwo from resizing 2014-03-27 23:16:03 +08:00
reduz
bdb5d68e77 Update GodotLib.java 2014-03-13 20:26:38 -07:00
Juan Linietsky
0a717ffee2 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/multiscript/register_types.cpp
	platform/android/java/src/com/android/godot/GodotLib.java
2014-03-13 23:14:35 -03:00
Juan Linietsky
31ce3c5fd0 -fix bug in cache for atlas import/export
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
sanikoyes
14bbdcb139 fix enter key 2014-03-13 18:31:30 +08:00
sanikoyes
51429bd8d6 fix android can't input unicode characters
fix hide soft keyboard by press 'back' button,
 then click current focus text edit/line edit control,
 soft keyboard won't show again

add features:
  press enter key with line edit control will hide soft keyboard
2014-03-13 16:58:03 +08:00
reduz
30aaca25d6 Merge pull request #187 from marynate/PR-fix-windows-utf8
Fixed bug: Godot wont start in windows when inside non-ascii directory
2014-03-12 08:47:10 -07:00
reduz
777c045bfc Merge pull request #189 from sanikoyes/hotfix-ime
Merging!
2014-03-12 08:45:07 -07:00
sanikoyes
cf9d97018f fix android input doe's not work(line edit/text edit) 2014-03-12 20:41:09 +08:00
sanikoyes
101112d6fd fix-multi-char-ime-input-chinese 2014-03-11 13:21:18 +08:00
marynate
f7cef6d617 remove unnecessary error check when converting ascii to unicode 2014-03-11 13:09:24 +08:00
marynate
0552b76475 Convert windows main entry arguments to UTF8; Set locale to system default for locale-awared console output;
memery clearnup
2014-03-11 13:09:09 +08:00
Juan Linietsky
a65edb4caa Merge branch 'master' of https://github.com/okamstudio/godot 2014-02-26 14:26:19 -03:00
Juan Linietsky
768fc7ec81 fixie 2014-02-26 14:25:42 -03:00
okamstudio
a9aae3000f Merge pull request #133 from vinzenz/master
More fixes to the build system
2014-02-26 11:18:44 -02:00
Rob Messick
026566f872 ifdef out body of probe_joystick and process_joysticks on freebsd until a working implementation is completed 2014-02-23 12:21:31 -08:00
Rob Messick
fd03693df1 Only include linux/joystick.h on linux 2014-02-23 12:20:27 -08:00
Rob Messick
0109fb4295 alloca() lives in stdlib.h on FreeBSD 2014-02-23 12:18:11 -08:00
Vinzenz Feenstra
abbba50b32 Fix for 64Bit builds with VC from command line
Previously builds for 64 Bit targets on the x64 Native Tools Command
Prompt failed while trying to link the 64Bit build godot objects with
32Bit vc libraries. This was due to wrong library directories.

Since there are the environment variables INCLUDE and LIB which are
containing the correct paths this patch uses those now to fix the linking
issue.

Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
2014-02-22 13:40:10 +01:00
Juan Linietsky
b62ec387f3 Merge branch 'master' of https://github.com/okamstudio/godot 2014-02-20 23:02:47 -03:00
Juan Linietsky
f2a068984c -run script in editor
-add search docs dialog that returns places string was found
-added flash
2014-02-20 23:01:44 -03:00
okamstudio
0c44adc51f Merge pull request #89 from marynate/PR-Fix_iOS_Simulator_Build
Fix iOS Simulator Build
2014-02-20 23:55:22 -02:00
okamstudio
d23bd1250c Merge pull request #107 from bscranton/master
Windows StreamPeerWinsock::set_nodelay implementation
2014-02-20 23:54:45 -02:00
okamstudio
44abe6bfd7 Merge pull request #124 from kevinhartman/master
Fixed OS X retina initial videomode size
2014-02-20 23:37:01 -02:00
okamstudio
268eebe654 Merge pull request #128 from marynate/PR-stop-tracking-logo-h
Stop tracking platform/server/logo.h for it will be autogenerated
2014-02-20 23:25:10 -02:00
Juan Linietsky
51c55b237b wtf 2014-02-19 18:09:52 -03:00
marynate
6f0ba52be2 Stop tracking platform/server/logo.h for it will be autogenerated 2014-02-19 23:51:08 +08:00
Juan Linietsky
d7d65fa2f2 -improved physics ccd
-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
Kevin Hartman
3974a5e84d OSX current_videomode size is now initialized with correct resolution based on backing store. Fixes issue where content does not correctly fit in window on retina displays. 2014-02-18 22:48:38 -05:00
Benjamin Scranton
afcefc7a0e windows StreamPeerWinsock::set_nodelay implementation
StreamPeerWinsock::set_nodelay was a no-op.  Copied the code from the
POSIX implementation because it is also correct on Windows per
http://msdn.microsoft.com/en-us/library/windows/desktop/ms740476%28v=vs.85%29.aspx.
2014-02-17 13:24:44 -05:00
Juan Linietsky
8c1731b679 -project settings are saved when changed
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D
-fix how documentation is generated, built in doc browser should be always up to date
-copypaste, scrolling, etc in  builtin doc
-built-in scripts get saved now (though debugger may not always work on them)
-Theme can be set to controls as a property
2014-02-15 21:16:33 -03:00
marynate
2371a92fde UIApplication setStatusBarHidden:animation has been deprecated since iOS 3.2, use setStatusBarHidden:withAnimation instead. 2014-02-15 23:19:43 +08:00
marynate
d38cf2e396 Update SConstruct build scripts for iOS Simulator build 2014-02-15 23:17:23 +08:00
Juan Linietsky
9afdb3e0ad -fixed bug in Button now exporting font property
-made GUI Theme editor usable
-editor does not allow to export or create .pck in the same path as a project
-changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export.
-will not look for .pck files recursively, was causing unexpected behaviors
-fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.
2014-02-15 02:02:41 -03:00
Vinzenz Feenstra
db3e3255a8 Addressed comments by Terseus to match the spec
size_t -> long
uint8_t -> unsigned char

Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
2014-02-14 12:42:47 +01:00
Vinzenz Feenstra
bfafcb4664 x11: Set icon issue fix
Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
2014-02-14 11:31:41 +01:00
Juan Linietsky
b607687a31 Merge branch 'master' of https://github.com/okamstudio/godot 2014-02-13 18:06:53 -03:00
Juan Linietsky
58cda02a38 -fixed export templates not loading/exporting on Windows
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
2014-02-13 18:03:28 -03:00
okamstudio
ca60bae83e Merge pull request #34 from marynate/master
Fixed build rule file for proper MSVC release build
2014-02-13 12:10:21 -02:00
marynate
5abc0bbcf6 Fixed build rule file for proper MSVC release build 2014-02-11 23:44:32 +08:00
Jeremy Williams
335d963031 Fix mouse coordinates on OS X retina displays 2014-02-10 22:27:50 -05:00
Juan Linietsky
1c7726820e fixie 2014-02-10 13:12:23 -03:00
Juan Linietsky
0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00