Juan Linietsky
0d3b2ea1fd
Merge pull request #1504 from marynate/PR-fix-backbuffer-compile
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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()
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back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Juan Linietsky
9f88a40e9f
simple shader effects library for 2D
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ready to use in any project
2015-03-11 01:44:52 -03:00
Juan Linietsky
a6f96f46b7
small optimizations to isometric light demo
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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
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-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
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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
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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.
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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()
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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
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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
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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
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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
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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
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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
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Making KEY_MASK_CMD usable in GDScript
2015-02-27 11:19:55 +01:00
theuserbl
525f2fe995
Update register_scene_types.cpp
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Makes ToolButton usable for GDScript
2015-02-27 11:09:57 +01:00
UsernameIsAReservedWord
69cf996ce6
should fixes #1284
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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
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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
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- 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
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Tile Rotation
2015-02-21 15:37:02 -03:00
Juan Linietsky
57183a7783
Merge pull request #1410 from romulox-x/viewport_clear
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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
Nathan Warden
071b2ea4f2
Updated the internal documention for the GDScript class.
2015-02-20 13:05:21 -05:00
Carl Olsson
402db5bd79
Renamed "snap to offset" to "snap relative". Better conveys meaning.
2015-02-20 22:21:59 +10:00
Anton Yabchinskiy
19a99afa81
Merge branch 'master' of https://github.com/okamstudio/godot
2015-02-20 13:41:37 +03:00
Nathan Warden
8f5bf2a2ef
Camelcased script variables will now capitalize in the inspector.
2015-02-19 19:35:04 -05:00