Commit graph

41910 commits

Author SHA1 Message Date
Matthew Hughes
1200689245 Update file_access_windows.cpp for mingw cross-compile
Cross compiling on linux failed on this file. Changing case of the windows.h and shlwapi.h allows mingw to find these headers but setting WINVER 0x0500 is needed for the compiler to find ReplaceFileW
2015-03-15 09:43:13 -05:00
Roman Nekrassow
e646fc5b5d [Fix] make_dir_recursive on Windows
function normally tries to create c: which isn't possible, because the access is denied, handling ERROR_ACCESS_DENIED as ERR_ALREADY_EXISTS lets the function skip the creation of c: .
2015-03-14 12:35:18 +01:00
Juan Linietsky
51b8102f14 Merge pull request #1510 from sanikoyes/Pr-fix-particles2d-bind
Pr-fix-particles2d-bind
2015-03-13 23:46:30 -03:00
sanikoyes
7cdd3c86c4 Add missing particles_2d macro bind 2015-03-14 10:40:58 +08:00
Juan Linietsky
0d3b2ea1fd Merge pull request #1504 from marynate/PR-fix-backbuffer-compile
Fix compile error in back_buffer_copy.h
2015-03-12 08:27:21 -03:00
marynate
86eedaec21 Fix compile error in back_buffer_copy.h 2015-03-12 14:23:36 +08:00
Juan Linietsky
650e13f3cd back buffer copy node, to improve on texscreen()
back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Juan Linietsky
9f88a40e9f simple shader effects library for 2D
ready to use in any project
2015-03-11 01:44:52 -03:00
Juan Linietsky
a6f96f46b7 small optimizations to isometric light demo
should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00
Juan Linietsky
57380f9aba increase minimum range in property editor a bit 2015-03-10 09:53:22 -03:00
Anton Yabchinskiy
43713810de Merge branch 'master' of https://github.com/okamstudio/godot 2015-03-10 11:44:40 +03:00
Juan Linietsky
91744e9ed3 New Demo, Screen Space Shaders
-Fixes to screen space shaders.
-Fixes to isometric light demo.
2015-03-10 00:53:50 -03:00
Juan Linietsky
3fc9017fbb Merge pull request #1491 from marynate/PR-fix-tilemap-compile
Fix compie error in TileMap::_fix_cell_transform(...)
2015-03-09 10:00:40 -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
hurikhan
f7621810a2 removed up, down, left, right keys from the demo.
were used before for fast multiscreen setup testing.
2015-03-08 09:26:58 -05:00
Mariano Javier Suligoy
0bc7eb1d91 Fix C++11 compilation 2015-03-08 10:39:27 -03:00
hurikhan
52a4e8495c fix introduced bug 2015-03-08 04:24:21 -05:00
hurikhan
5241626dee fixing a typo in the demo 2015-03-08 03:32:13 -05:00
hurikhan
ba74e45027 added Label_MouseGrab_KeyInfo 2015-03-08 01:27:36 -06:00
hurikhan
87be945d49 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-03-08 15:10:48 +08:00
theuserbl
31e6c6ca8f Changed *_scene() to *_tree()
Changed _enter_scene and _exit_scene() to _enter_tree() and _exit_tree() in the time-example, because the *_scene no longer work.
2015-03-05 23:05:30 +01:00
Juan Linietsky
2c2894ceb6 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_tokenizer.cpp
	scene/resources/shader_graph.h
2015-03-03 14:41:36 -03:00
Juan Linietsky
4d2198110b merges from okam repo 2015-03-03 14:39:13 -03:00
Mariano Javier Suligoy
63006f6f6f Register CheckBox class to create it using editor. 2015-03-02 22:12:51 -03:00
Juan Linietsky
a0ee5cc353 time was not being set properly with the rest of the uniforms. 2015-03-02 19:21:46 -03:00
Juan Linietsky
440cc5e4b6 Merge pull request #1437 from Hinsbart/fix_win_joy
fix get joystick name from registry on some systems
2015-03-02 01:00:56 -03:00
Juan Linietsky
a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Juan Linietsky
0e732637d0 Merge pull request #1459 from romulox-x/blend_with_transparent_background
changed the blending function when using a transparent render target so ...
2015-03-01 20:52:20 -03:00
romulox_x
320700fc92 changed the blending function when using a transparent render target so that it blends properly 2015-03-01 15:44:02 -08:00
Juan Linietsky
e15157f289 Merge pull request #1414 from romulox-x/viewport_clear_alpha
changed viewport clearing to use the alpha value of the clear color, and...
2015-03-01 18:58:50 -03:00
Mariano Javier Suligoy
205ed6c9f5 Improve mechanism and fix radio icon rendering. 2015-03-01 16:45:13 -03:00
Mariano Javier Suligoy
e8e9f100e5 Add CheckBox control with theme edition and radio icon avaible. 2015-03-01 11:23:05 -03:00
Dana Olson
dd4cd3751b remove column titles in property inspector 2015-02-28 03:28:26 -05:00
theuserbl
e2c0caf41e Update global_constants.cpp
Making KEY_MASK_CMD usable in GDScript
2015-02-27 11:19:55 +01:00
theuserbl
525f2fe995 Update register_scene_types.cpp
Makes ToolButton usable for GDScript
2015-02-27 11:09:57 +01:00
UsernameIsAReservedWord
69cf996ce6 should fixes #1284
I could reproduce the crash described in #1284 only with 32bits versions of godot.

The test scene contains a Plane collision shape, and a kinematicsbody with a Sphere collision shape.
 
The crash occurs into `CollisionSolverSW::solve_distance_plane()` on line 299 when `p_shape_A` is a `PlaneShapeSW` object and when `p_shape_B` is a `MotionShapeSW` object, because `int support_count;` is not initialized by default, and because `MotionShapeSW::get_supports()` does not change `support_count` once passed as referenced parameter, and if the default value of `support_count` is greater than the length of `supports[16]`.

I don't know if it is the good way to fix it because i'm not skilled ennough with the physics server inner working, but this fix prevents the crash and the test-scene seems to work correctly.
2015-02-26 19:27:32 +01:00
Bil Bas (Spooner)
e7024259e1 Fixed columns to have integer positions, so that they don't "jiggle" when moving the camera. 2015-02-25 17:24:32 +00:00
Hinsbart
9229d9d1bb fix get joystick name from registry on some systems 2015-02-25 16:33:08 +01:00
cheece
1444946006 COLLADA load normals from morph target
if the file has normals use them!
2015-02-24 20:13:21 -04:30
UsernameIsAReservedWord
b3976ec14c Update detect.py 2015-02-24 22:38:49 +01:00
UsernameIsAReservedWord
fde7f11a55 Update detect.py 2015-02-24 22:31:18 +01:00
UsernameIsAReservedWord
84905809a1 fixes platform/windows/detect.py
- fixes issue #1298 : under windows, too long `ar` command lines are split into several smaller command lines.
- fixes issue #1285 : under linux, cross compiling with Mingw-w64 now generates actual 64bits EXE.
- `MINGW32_PREFIX` and `MINGW64_PREFIX` environment variables are also available for Windows.
- started to clean-up the remains of previous hacks and workarounds.
- added some documentation into the script.
2015-02-24 22:28:51 +01:00
Bil Bas (Spooner)
c85b2e3fb3 Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-22 14:08:59 +00:00
romulox_x
2ac767b1f5 changed viewport clearing to use the alpha value of the clear color, and made the transparent bg option of viewport force a clear color of 0,0,0,0 2015-02-21 13:57:12 -08:00
Carl Olsson
41686d5fdd Merge branch 'master' of https://github.com/okamstudio/godot into snapping2 2015-02-22 07:38:06 +10:00
Juan Linietsky
1d7337ba10 Merge pull request #1369 from not-surt/tile_rotation
Tile Rotation
2015-02-21 15:37:02 -03:00
Juan Linietsky
57183a7783 Merge pull request #1410 from romulox-x/viewport_clear
added option to disable automatic clearing of viewport render buffer
2015-02-21 10:41:53 -03:00
romulox_x
f4312a5076 added option to disable automatic clearing of viewport render buffer 2015-02-21 01:35:06 -08:00
Nathan Warden
bfad392387 Updated the variable in the lerp function to be weight instead of percent. 2015-02-20 16:28:48 -05:00