Juan Linietsky
741145febd
-Fix for multiple reflection probes causing issues.
...
-Fix for positional sound corruption to avoid making people deaf.
2017-07-15 18:42:06 -03:00
Juan Linietsky
2e73be99d8
Lots of work on Audio & Physics engine:
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-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
Rémi Verschelde
e64b82ebfc
Some more typo fixes for "threshold"
...
Looks like @reduz really does not like that word.
2017-07-15 12:01:46 +02:00
Bruno Lourenço
62e06657bb
Added get_bus_index to AudioServer
2017-07-10 21:51:29 +01:00
Rémi Verschelde
d23fc16b2d
Merge pull request #9564 from Noshyaar/pr-threshold
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Refactor 'treshold' to 'threshold'
2017-07-08 23:51:53 +02:00
Juan Linietsky
e577c5b070
Some adjustments to toon material to make it more flexible
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Ability to also disable specular
2017-07-08 14:01:56 -03:00
Juan Linietsky
f4c8c552f9
Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials.
2017-07-08 12:36:15 -03:00
Poommetee Ketson
2fd204c35e
Refactor 'treshold' to 'threshold'
2017-07-08 22:24:56 +07:00
Juan Linietsky
84de71872f
-Added triplanar mapping modes
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-Some fixes to shader lang
2017-07-08 08:07:49 -03:00
Juan Linietsky
e63c64e256
Clean up normalmapping, make sure tangents are imported correctly.
2017-07-03 10:45:34 -03:00
Juan Linietsky
2a3e00c8c7
-Many fixes to VisualScript, fixed property names, etc.
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-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-30 21:35:05 -03:00
Juan Linietsky
3ce046ee0c
-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
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-Fixded BackBuffercopy object
2017-06-26 22:58:46 -03:00
dotquixote
23f10c31de
ConeTwistJoint: Initialize 'm_angularOnly'.
2017-06-26 09:17:19 +02:00
Juan Linietsky
83ae9a5e28
Ability to restart particle system with a function call
2017-06-25 08:01:50 -03:00
Poommetee Ketson
e3998528e0
BuildSystem: generated files have .gen.extension
2017-06-25 07:55:01 +07:00
Juan Linietsky
bc509ac7bd
Simplified 2D Kinematicbody.. 3D will wait a bit.
2017-06-24 12:34:29 -03:00
Juan Linietsky
0cac32910a
-Restored support for Canvas BG mode on Environment
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-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
2017-06-24 08:58:27 -03:00
Juan Linietsky
6ba1e4677b
-Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap
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-Added ability to disable individual collisionshape/polygon
-Moved One Way Collision to shape, allowing more flexibility
-Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer.
-Modifying a CollisionPolygon2D on the fly now works, it can even be animated.
Will port this to 3D once well tested. Have fun!
2017-06-23 23:39:52 -03:00
Juan Linietsky
8ef1c41a4e
Small fixes required to get platformer to work.
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Added back CanvasItemMaterial
2017-06-23 14:31:59 -03:00
Juan Linietsky
57ebad28a9
Order of 2D nodes in tree affects drawing properly again.
2017-06-22 09:33:20 -03:00
Juan Linietsky
95560e02c5
2D GPU Particles working..
2017-06-21 16:26:26 -03:00
Thomas Herzog
bfac7c476d
Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_master
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Add double-sided flag to SpriteBase3D [master]
2017-06-19 23:46:54 +02:00
Juan Linietsky
0288be1e76
Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-18 22:55:02 -03:00
Juan Linietsky
5c6cac4e53
Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far.
2017-06-17 23:27:42 -03:00
Juan Linietsky
2da3f48e5a
-Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible
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-Fixed referencing of world_transform in fragment shader not working
-Fixed unsycn bug related to getting shader param list from the server
-Fixed getting all textures from shader properly, fixes #8353
2017-06-17 11:03:48 -03:00
Juan Linietsky
9757fc354c
Fix transparent background rendering, closes #8703
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Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-17 08:59:43 -03:00
Rémi Verschelde
569a2b5bd7
Merge pull request #9230 from supagu/normals-fix
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Fixed decompression of normals
2017-06-17 13:03:48 +02:00
Juan Linietsky
e11fae0bbf
Particles properly update the shadow maps, closes #8815
2017-06-17 07:32:49 -03:00
Fabian Mathews
ff0ac9d916
Fixed decompression of vertex colors
2017-06-17 10:47:25 +09:30
Juan Linietsky
b19225bfce
-Fix freezes caused by etccomp2, closes #9183
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-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16 21:49:37 -03:00
Fabian Mathews
29d0a21011
Fixed decompression of normals
2017-06-17 09:43:13 +09:30
Rémi Verschelde
8b1bc9da88
Merge pull request #9208 from Calinou/tweak-default-fov
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Increase the default perspective camera FOV
2017-06-16 17:51:04 +02:00
Juan Linietsky
80929d36be
TIME constant reverted to a single float, fixes #9123
2017-06-16 08:30:21 -03:00
Juan Linietsky
29cfc365aa
Fixes to SSR, WIP.
2017-06-16 08:30:21 -03:00
Hugo Locurcio
cdcc3c919b
Increase the default perspective camera FOV
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This does not affect existing projects, but will affect newly-created
editor settings and Camera nodes.
2017-06-16 12:07:07 +02:00
Juan Linietsky
f8bd488457
Merge pull request #9109 from RandomShaper/optimize-2d-lighting
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Add AT_LIGHT_PASS builtin to canvas shaders
2017-06-14 21:16:09 -03:00
Pedro J. Estébanez
93ffd9023f
Add AT_LIGHT_PASS builtin to canvas shaders
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This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass.
Depending on your game (number of items and lights), this can yield some performance gain.
2017-06-15 02:03:15 +02:00
Rémi Verschelde
bccee07ae7
Merge pull request #9165 from Noshyaar/pr-area
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Refactor layer_mask to collision_layer
2017-06-14 23:04:04 +02:00
Juan Linietsky
462d8ceb46
Fixed several bugs with directional light, and changed defaults to be more sensible.
2017-06-14 17:06:36 -03:00
Poommetee Ketson
6c44fff508
Refactor layer_mask to collision_layer
2017-06-14 10:58:34 +07:00
Juan Linietsky
a8a1f2e2a8
-Fixed occluder rendering, closes #8560
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-Ability to smooth out 2D shadow filters
2017-06-13 01:23:04 -03:00
Marc Gilleron
af9fd6f44a
Fixed compilation on Windows + removed debug print
2017-06-12 01:58:57 +02:00
Juan Linietsky
61c82f4356
Restored everything related to information polling, and added information box for viewport.
2017-06-11 18:13:04 -03:00
Juan Linietsky
4d50c7ad8c
Restored multiple viewport function, as well as view modes.
2017-06-11 15:52:03 -03:00
alexholly
935f730170
renamed all Rect3.pos to Rect3.position
2017-06-09 15:54:02 +02:00
Juan Linietsky
612ab8fcdb
-Restored multithread capability to VisualServer
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-Restored resource previews!
2017-06-09 00:24:18 -03:00
Juan Linietsky
5bf810b5db
-Added proper access to depth texture from shader
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-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
Juan Linietsky
840ac8c018
Fog is complete!
2017-06-07 08:38:21 -03:00
Juan Linietsky
0fb99306ff
-working SCREEN_TEXTURE, SCREEN_UV shader variables
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-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
2017-06-05 22:34:32 -03:00
Poommetee Ketson
5fd458e03a
Fix build error
2017-06-05 21:19:54 +07:00
Rémi Verschelde
f8d7670e82
Merge pull request #9038 from AlexHolly/rect2-rename-pos
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renamed all Rect2.pos to Rect2.position
2017-06-05 15:52:05 +02:00
Juan Linietsky
5aa66d03d8
Added depth texture support (using parallax) to default material.
2017-06-04 20:35:45 -03:00
alexholly
a3c90b0293
renamed all Rect2.pos to Rect2.position
2017-06-04 02:09:17 +02:00
Juan Linietsky
c03131fc9f
Rework shading modes and change location of light shader
2017-06-01 18:56:02 -03:00
Juan Linietsky
a134f58fb3
rewritten PBR implementation to make it friendlier with Blender
2017-05-31 20:29:56 -03:00
suptoasty
e0befd2f23
Fixed a typo in a Visual Server var name ( #8977 )
2017-05-29 08:08:16 +02:00
Juan Linietsky
bf6380ee70
Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not.
2017-05-25 14:00:43 -03:00
BastiaanOlij
c51ce72702
Added texture_get_texid
2017-05-20 10:09:36 +10:00
Juan Linietsky
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
Rémi Verschelde
c8aea60324
Improve documentation of thirdparty code snippets
2017-05-07 11:42:37 +02:00
Andrea Faulds
fd5b929831
Add double-sided flag to SpriteBase3D ( fixes #8007 )
2017-05-02 21:03:17 +01:00
Carter Anderson
212c6306a8
Fix get_shader_type index upper bound
2017-05-01 23:41:44 -07:00
Ignacio Etcheverry
231fa92201
AudioServer: Set singleton to NULL when destructed
2017-04-27 21:36:35 +02:00
Rémi Verschelde
5ae1e172da
Merge pull request #8277 from tagcup/math_checks
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Added various functions basic math classes. Also enabled math checks …
2017-04-24 11:16:20 +02:00
Andreas Haas
246dfc65ca
Fix crash on exit.
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First it crashed in the thread that checks for android devices, then in the audio driver.
2017-04-10 19:51:07 +02:00
Juan Linietsky
1c480698ce
-Fixed crash with splash screen on windows
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-properly show editor without having to resize window on windows
2017-04-09 20:40:48 -03:00
Juan Linietsky
7ba71fb243
Restored (And auto-generated) splash image
2017-04-09 20:03:38 -03:00
Juan Linietsky
fccf2816d4
-Fix eternal black screen on Windows
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-Disabled warnings on windows, need to properly set up warnings
2017-04-09 17:59:17 -03:00
Juan Linietsky
4286aef693
Particle system is complete. Rejoice!
2017-04-08 22:40:06 -03:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Juan Linietsky
74808ac4d9
New particle system, mostly working, some small features missing.
2017-04-06 23:49:27 -03:00
Ferenc Arn
9a37ff1e34
Added various functions basic math classes. Also enabled math checks only for debug builds.
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Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
2017-04-06 13:03:56 -05:00
Rémi Verschelde
debeee56f7
Fix typos in source code using codespell
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From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Karroffel
6ab3213a55
fixed ClassDB inconsistencies
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fixes #7960
2017-03-13 21:17:31 +01:00
Rémi Verschelde
a45e6f67d5
Merge pull request #7981 from RandomShaper/position-for-2d-shaders
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Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-13 11:01:14 +01:00
Pedro J. Estébanez
5ff0924a93
Map POSITION to gl_FragCoord.xy for 2D shaders
2017-03-08 02:07:59 +01:00
Pedro J. Estébanez
32eb2cc61e
Complement KinematicBody2D fix
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>> which was done at 5fc084c28e
2017-03-06 05:25:22 +01:00
Rémi Verschelde
5dbf1809c6
A Whole New World (clang-format edition)
...
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
Rémi Verschelde
45438e9918
Style: prevent bogus macro formatting by clang-format
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Also prevent formatting of thirdparty snippet
2017-03-05 16:29:53 +01:00
Rémi Verschelde
e1c1d7d1d7
Add a bunch of missing Godot headers in own files
2017-03-05 15:47:28 +01:00
Rémi Verschelde
a1cbe8e22b
Merge pull request #7878 from RebelliousX/else
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Bunch of missing `else` statements and general logic
2017-02-28 23:03:10 +01:00
Saracen
5e938f0001
Inf and NaN support added to GDScript.
2017-02-28 21:52:33 +00:00
Thaer Razeq
f50488a361
Various fixes detected using PVS-Studio static analyzer.
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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Rémi Verschelde
f13e87e257
Merge pull request #7802 from tagcup/physics_64bit
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Use real_t as floating point type in physics code.
2017-02-26 20:10:54 +01:00
Juan Linietsky
de0045cf1b
-renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
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-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Juan Linietsky
903a3aa5f0
a ton of bug fixes to the renderer
2017-02-16 08:55:43 -03:00
Juan Linietsky
da11d6d9e8
Many fixes to make exported scenes work better, still buggy.
2017-02-15 08:34:02 -03:00
Ferenc Arn
eae94ba1c8
Use real_t as floating point type in physics code.
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This is a continuation of an on-going work for 64-bit floating point builds, started in PR #7528 . Covers physics, physics/joints and physics_2d code.
Also removed matrixToEulerXYZ function in favor of Basis::get_euler.
2017-02-13 17:42:02 -06:00
Hein-Pieter van Braam
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
Hein-Pieter van Braam
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
Rémi Verschelde
bbc6543172
Merge pull request #7763 from Limb/fixwindowscompile
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Fixed compilation issues with Visual Studio
2017-02-12 23:22:02 +01:00
Rémi Verschelde
d11f9f4817
Merge pull request #7746 from sanikoyes/Pr-fix-msvc-compile
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Fix msvc compile error
2017-02-12 23:21:43 +01:00
Kenneth Lorthioir
6961ed21bb
Fixed compilation issues with Visual Studio
2017-02-08 18:14:52 -05:00
Juan Linietsky
07bbcf91f7
basic contact shadows implementation, will most likely need some polishing
2017-02-08 07:35:14 -03:00
Rémi Verschelde
a73d46caa6
Merge pull request #7715 from m4nu3lf/bugfix/g6dof_joint_setter
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Fixed property setter in G6DOF joint
2017-02-07 14:19:05 +01:00
sanikoyes
16b3973c75
Fix msvc compile error
2017-02-07 15:44:46 +08:00
Juan Linietsky
6bfaa0f12c
shadows were not working in-editor for nvidia, fixed now
2017-02-06 20:18:35 -03:00
Juan Linietsky
5cc63dee0f
ability to adjust propagation in gi probe
2017-02-06 05:12:15 -03:00
Juan Linietsky
6f2e16306a
Several bugfixes, improving the import workflow
2017-02-06 00:38:39 -03:00
m4nu3lf
0d9b53ce5e
Fixed property setter in G6DOF joint
2017-02-03 21:23:23 +00:00
Juan Linietsky
7e1afeafd4
Audio bus editing is COMPLETE!
2017-01-25 14:31:52 -03:00
Ray Koopa
ad3e1a9067
Use constants from math_funcs rather than unstandardized C++ constants.
2017-01-24 19:24:55 +01:00
Juan Linietsky
3b019bf644
Ability to delete, drag and drop audio buses!
2017-01-23 23:12:41 -03:00
Juan Linietsky
0ff37cff62
Added audio bus phaser effect, welcome to the 70s, baby!
2017-01-23 18:37:14 -03:00
Juan Linietsky
cff80bb1cc
Pretty high quality pitch Shifting effect using smbPitchShift
2017-01-23 01:45:43 -03:00
Juan Linietsky
4d9bc8b00c
Added Audio Limiter bus effect, and sidechain ability to compressor.
2017-01-22 20:39:53 -03:00
Juan Linietsky
4d944b4996
Simple to use compressor effect
2017-01-22 18:18:56 -03:00
Juan Linietsky
2d8e765aab
Delay sound effect
2017-01-22 15:14:45 -03:00
Juan Linietsky
eda739f414
Added new Audio Bus Chorus effect.
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Added new Audio Bus Panner effect.
2017-01-22 11:19:56 -03:00
Juan Linietsky
fac52f5bd8
Added BUS effect, Stereo Enhancer
2017-01-21 23:14:30 -03:00
Juan Linietsky
63fa5486a4
distortion effect
2017-01-21 20:57:48 -03:00
Juan Linietsky
0aa7242624
WIP new AudioServer, with buses, effects, etc.
2017-01-21 19:01:00 -03:00
Ferenc Arn
6f4f9aa6de
Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
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Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
7b059965e8
Adapt platforms to AudioServer refactoring
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Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
2017-01-16 19:19:45 +01:00
BastiaanOlij
3a02df7739
Working on compile issues for iOS
2017-01-16 23:14:13 +11:00
Rémi Verschelde
2a0ddc1e89
Style: Various fixes to play nice with clang-format
2017-01-16 08:49:52 +01:00
Rémi Verschelde
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
Rémi Verschelde
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
Juan Linietsky
b400c69cd4
Oops! Audio engine has vanished :D
2017-01-15 16:07:51 -03:00
Rémi Verschelde
e0faf8a51b
Style: Cosmetic fixes to play nice with clang-format
2017-01-15 16:42:17 +01:00
Juan Linietsky
52e2a1e98d
fixed to 2D physics, makes it work again
2017-01-15 09:50:27 -03:00
Rémi Verschelde
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
Juan Linietsky
35b404ba08
Unify naming of blendshape / morphtarget into just "Blend Shape"
2017-01-12 08:34:00 -03:00
Juan Linietsky
7b7b46ac50
remove shorteners for server types in script
2017-01-11 09:19:00 -03:00
Juan Linietsky
e6583117df
Both Array and Dictionary are always in shared mode (removed copy on write).
2017-01-11 08:54:17 -03:00
Juan Linietsky
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
Juan Linietsky
710692278d
Merge pull request #7426 from m4nu3lf/bugfix/physics
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Fixed inertia tensor computation and center of mass
2017-01-10 22:27:32 -03:00
Juan Linietsky
6671670e81
Merge pull request #7445 from tagcup/2d_math_fixes
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Various corrections in 2D math.
2017-01-10 22:25:45 -03:00
Ferenc Arn
f271591ac2
Various corrections in 2D math.
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This is the follow up for the 2D changes mentioned in PR #6865 . It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.
Affected code in the Godot code base is also fixed in this commit.
The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
m4nu3lf
2e38b32e0f
Fixed inertia tensor computation and center of mass
2017-01-09 00:13:54 +00:00
Juan Linietsky
2ab83e1abb
Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
2017-01-07 18:26:38 -03:00
Juan Linietsky
495d059a74
Merge branch 'master' of https://github.com/godotengine/godot
2017-01-05 09:18:03 -03:00
Juan Linietsky
0f7af4ea51
-Changed most project settings in the engine, so they have major and minor categories.
...
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -03:00
BastiaanOlij
55d425807f
First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point.
2017-01-04 23:34:02 +11:00
Juan Linietsky
76c2e8583e
Merge branch 'master' of https://github.com/godotengine/godot
2017-01-04 01:17:41 -03:00
Juan Linietsky
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
lonesurvivor
8b8807e37d
Improvement to y_sort: make clear which item has to be drawn first
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when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
2017-01-03 10:35:30 +01:00
Juan Linietsky
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
Rémi Verschelde
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
db46a34418
Revert "Bindings: Fix missing default value"
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This reverts commit 068b58b3ce
.
Same rationale as previous reverts.
2017-01-02 20:42:32 +01:00
Rémi Verschelde
b1e4c04cdc
Revert "bind method canvas_item_set_sort_children_by_y"
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This reverts commit 1f9e16119f
.
Same rationale as previous revert.
2017-01-02 20:39:44 +01:00
Rémi Verschelde
ed518ff713
Revert "small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate"
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This reverts commit 4118b21e43
.
Same rationale as previous revert.
2017-01-02 20:39:25 +01:00
Rémi Verschelde
86b0669f4c
Revert "Add/expose VisualServer::get_default_clear_color()"
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This reverts commit 753ba67d65
,
in preparation from the merge of the gles3 branch, as the VisualServer
code changed too much to port this commit over during merge conflicts
resolution. It could be readded afterwards.
2017-01-02 20:32:52 +01:00
Juan Linietsky
2820b2d82b
fix stupid bug in light downscaling for GI Probe
2017-01-02 14:09:42 -03:00
Juan Linietsky
c2a217c350
WIP particle system
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Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
Rémi Verschelde
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
Juan Linietsky
a62c99c4e4
Some fixes and clean ups
2016-12-31 10:53:29 -03:00
reduz
f4a56e7782
begin work on new particle system
2016-12-30 08:35:54 -03:00
reduz
289bc881aa
now it really works on window for real
2016-12-25 08:05:23 -03:00
reduz
0d4abf2aa3
fixed a horrible bug on Windows AMD, scenes saved until now in this branch
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are no longer valid :(
2016-12-24 16:23:30 -03:00
Juan Linietsky
3adb42e217
Fixed many more bugs reported by Valgrind
2016-12-23 08:47:16 -03:00
Juan Linietsky
4e729f38e0
baking now shows a proper button, and bakes can be saved.
2016-12-23 00:37:38 -03:00
Juan Linietsky
f9603d8236
can bake for omni and spotlight
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store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky
37f558cd7b
Some BRDF fixes
2016-12-21 14:22:17 -03:00
reduz
72b844c349
Godot works on Windows again..
2016-12-21 02:29:58 -03:00
Juan Linietsky
075fde7f26
work in progress global illumination
2016-12-20 00:21:07 -03:00
Juan Linietsky
22a90e8f2a
DOF blur, near and far fields..
2016-12-10 01:13:20 -03:00
Juan Linietsky
18ebd22000
Multi stage glow with light bleeding from HDR
2016-12-08 09:48:38 -03:00
Juan Linietsky
8534ced22d
Tonemapping and Auto Exposure support
2016-12-07 17:49:52 -03:00
Patrick Reh
4118b21e43
small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate
2016-12-04 16:51:58 +01:00
Juan Linietsky
a299c3ebf1
Support for SSAO
2016-12-04 12:45:30 -03:00
Juan Linietsky
27a46d78ec
Subsurface scattering material param is now working!
2016-12-02 22:23:16 -03:00
Juan Linietsky
a47c78aed1
Screen space reflection effect
2016-11-29 19:55:12 -03:00
Juan Linietsky
a732708b9d
Blend shapes using transform feedback (GPU)
2016-11-24 20:46:55 -03:00
Juan Linietsky
7cf8d75cf8
WIP immediates and proper buffers swapping
2016-11-23 07:04:55 -03:00
Juan Linietsky
943d27f46d
Instancing is working! (hooray)
2016-11-22 01:26:56 -03:00
Juan Linietsky
70d095d8f2
Skeletons are working now.
2016-11-21 19:03:39 -03:00
Juan Linietsky
a2505542ff
Huge amount of improvement in the material system. Materials should be
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a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky
c39d2b3f42
working reflection probes!!
2016-11-19 13:23:37 -03:00
Juan Linietsky
a7078a4be9
Done with lights and shadows (wonder if i'm missing something..)
2016-11-11 12:27:52 -03:00
Juan Linietsky
cacf9ebb7f
all light types and shadows are working, pending a lot of clean-up
2016-11-09 23:55:06 -03:00
Rémi Verschelde
f34151ff0f
style: Various other PEP8 fixes in Python files
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Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde
d4c17700aa
style: Fix PEP8 whitespace issues in Python files
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Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Juan Linietsky
6b2a27bbe5
shadow atlas allocation (work in progress)
2016-10-31 08:47:46 -03:00
Juan Linietsky
d6567010bf
-Many many fixes
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-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky
53d8f2b1ec
PBR more or less working, still working on bringing gizmos back
2016-10-27 11:50:26 -03:00
Rémi Verschelde
f5818c8e63
Merge pull request #6812 from RandomShaper/get-visualserver-clear-color
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Add/expose VisualServer::get_default_clear_color()
2016-10-22 12:52:40 +02:00
Juan Linietsky
cb34b70df1
More scene work, can display a skybox
2016-10-21 07:27:13 -03:00
Juan Linietsky
4428115916
Everything returning to normal in 3D, still a long way to go
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-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
Rémi Verschelde
fc8ccd5b8c
SCsub: Add python shebang as a hint for syntax highlighting
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Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Pedro J. Estébanez
753ba67d65
Add/expose VisualServer::get_default_clear_color()
2016-10-13 11:24:55 +02:00
Juan Linietsky
1527cf8c0d
2D Shaders are working again using the new syntax, though all is buggy in general
2016-10-10 18:31:01 -03:00
Ignacio Etcheverry
fea1fb0925
Merge pull request #6761 from neikeq/pr-missing-defval
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Bindings: Fix missing default value
2016-10-09 23:58:58 +02:00
Ignacio Etcheverry
068b58b3ce
Bindings: Fix missing default value
2016-10-09 23:51:08 +02:00
Rémi Verschelde
1c6058a5bc
Merge pull request #6691 from Faless/expose_more_physics
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Expose more 2D/3D physics options in project settings (#5029 )
2016-10-09 14:08:50 +02:00
Rémi Verschelde
74917d7037
Merge pull request #6627 from seijihariki/fix_crash_collider_overlap
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Fix for crash when finding intersection on colliders that overlap
2016-10-09 14:04:22 +02:00
Juan Linietsky
850eaf7ed7
-the new shader language seems to work
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-shader editor plugin can edit shaders
-code completion in shader editor plugin
2016-10-07 11:31:18 -03:00
Ariel Manzur
1f9e16119f
bind method canvas_item_set_sort_children_by_y
2016-10-05 03:48:54 -03:00
Juan Linietsky
cf5778e51a
-Added ViewportContainer, this is the only way to make viewports show up in GUI now
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-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky
a6e9dc6153
make editor update by tracking changes in visualserverraster
2016-10-03 23:46:24 -03:00
Juan Linietsky
22d83bc9f6
Begining of GLES3 renderer:
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Fabio Alessandrelli
1d09c27ba4
Expose more 2D/3D physics options in project settings
2016-10-03 14:40:47 +02:00
Victor Seiji Hariki
e5edd50d62
Now ignoring remaining collision shapes.
2016-09-26 23:40:06 -03:00
Ignacio Etcheverry
1c50dfdf6c
Merge pull request #6557 from anneomcl/master
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Fix for #6158
2016-09-20 09:28:26 +02:00
anneomcl
aa5ade834c
Fix for #6158 . Converting Vector2 to Size2 for scaling functions.
2016-09-19 23:31:45 -07:00
Rémi Verschelde
80861b7d59
Merge pull request #6414 from RandomShaper/improve-shader-shadow
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Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Juan Linietsky
fc61eb37ce
Merge pull request #5920 from 29jm/fix-warnings
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Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky
c5b7385110
Merge pull request #6250 from Ovnuniarchos/CursorHotspot
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Mouse hotspot is now honored.
2016-09-10 12:07:08 -03:00
Pedro J. Estébanez
0960887625
Expose light shadow color to canvas item shaders
2016-09-07 01:52:54 +02:00
Juan Linietsky
5fc084c28e
-Fixed issue in Kinematicbody2D
2016-09-01 12:03:55 -03:00
Juan Linietsky
fc70824f7c
More improvements to visual script..
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fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Rémi Verschelde
ce7e2ae4f4
draw_line: Properly bind antialiased argument
2016-08-31 08:57:21 +02:00
Juan Linietsky
fb4d6d1db0
More visual script improvements
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Ovnuniarchos
8fcd92c38a
Mouse hotspot is not honored.
2016-08-23 07:57:04 +02:00
Johan Manuel
046f94d3ac
Remove some unused variables
2016-08-13 13:21:35 +02:00
Johan Manuel
a2b8ef6d51
Fix some warnings
2016-07-25 16:46:26 +02:00
Alex Piola
ffdd9f16dd
Fix for incorrect velocity report due to a typo.
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Closes #5854
2016-07-24 12:53:07 +02:00
Rémi Verschelde
3725114a16
Merge pull request #5383 from Ovnuniarchos/OptimizeOneWay
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Optimized one-way collision loops.
2016-07-18 16:37:50 +02:00
Juan Linietsky
0e6e0ed0e5
Merge pull request #5533 from Hinsbart/cursor_atex
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Can use AtlasTextures as custom mouse cursor.
2016-07-10 12:41:57 -03:00
Rémi Verschelde
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
Andreas Haas
91add16300
Can use AtlasTextures as custom mouse cursor.
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fixes #3957
2016-07-03 19:36:12 +02:00
Ovnuniarchos
b09b449615
Optimized one way collision loops.
2016-06-24 08:43:23 +02:00
Juan Linietsky
d6225b1e00
Improved binding system (ObjectTypeDB::bind_method) to be friendlier to statically typed languages, should help in the Mono integration.
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Disabled by default.
2016-06-22 23:13:41 -03:00
Juan Linietsky
4b05181397
Fixed a stupid bug with segment-segment collision in SAT physics, closes #4801 , closes #4984
2016-06-18 18:32:10 -03:00
Juan Linietsky
b4b80625d1
Change hash grid in 2D physics to contemplate large objects as separate cases, to avoid huge memory and performance penalty. Fixes #4662
2016-06-18 17:21:53 -03:00
Rémi Verschelde
c3bf11d4d4
Drop fully commented-out files
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Part of #5272
2016-06-18 20:23:49 +02:00
Rémi Verschelde
80727b6896
Drop empty .cpp files for header-only classes
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Part of #5272
2016-06-18 20:00:08 +02:00
Rémi Verschelde
b7dbf9207a
Drop empty files that are not used anywhere
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Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde
a7fc04626a
Add missing license headers in our source files ( #5255 )
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Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
3b5f1afb5c
Fixed fractional offset not being reset in ringbuffer resamples, closes #4764
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Probably fixes other streamplayer issues too.
2016-06-17 20:38:10 -03:00
Juan Linietsky
64b4253dbf
changed visual server free() to free_rid() like in the other servers. Fixes #4917
2016-06-13 22:12:56 -03:00
Ovnuniarchos
471ab4e6ff
Documented many Physics2D* classes
2016-06-12 20:24:19 +02:00
Geequlim
fdf914e53e
Add texture region support for stylebox render
2016-06-05 00:45:53 +08:00
Juan Linietsky
8be2fabbe5
Changed import workflow
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
Carter Anderson
7df5249779
Remove noisy print
2016-05-23 22:56:32 -07:00
Juan Linietsky
d3495b128a
-Improve resource previews
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-Also fixed draw_texture_rect() tile parameter
2016-05-23 17:11:49 -03:00
Juan Linietsky
eacb8f04c4
Merge remote-tracking branch 'origin/master'
2016-05-21 22:34:55 -03:00
Juan Linietsky
a75f896338
First version of Profiler
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It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Hubert Jarosz
33403d91f7
remove trailing whitespace
2016-05-21 15:29:25 +02:00
Rémi Verschelde
99e31e1005
Merge pull request #4547 from neikeq/pr-wrong-debug-methods
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Fix wrong return and argument types in documentation
2016-05-05 09:27:14 +02:00
Juan Linietsky
89d87294db
ability to shrink all images x2 on load
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this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
Ignacio Etcheverry
1e752c0120
Fix wrong return and argument types in documentation
2016-05-04 15:35:09 +02:00
Josh Grams
a7b4127481
RigidBody2D (add_force, set_inertia): new methods.
2016-04-26 08:15:15 -04:00
Josh Grams
ffaced87a6
RigidBody2D: rename apply_impulse(pos) to offset.
2016-04-24 04:36:51 -04:00
Josh Grams
f7d31cec38
RigidBody2D: add and bind get_inertia() method.
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You can't set this value very well, since it's automatically computed
from the mass and the collision shapes. But since the values are higher
than many people might suspect, so being able to read it helps estimate
the amount of torque you might need to apply.
2016-04-20 20:49:37 -04:00
Rémi Verschelde
e07266f6c1
Merge pull request #4273 from bojidar-bg/add-layers-and-masks-to-3d
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Port collision and layer masks to 3D
2016-04-12 13:17:26 +02:00
Marc Gilleron
d239e6bc0e
Fixed #4163 (intersect_shape crashes on results limit)
2016-04-12 02:18:41 +02:00
Bojidar Marinov
f7c3d6329c
Port collision and layer masks to 3D, fixes #1759
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Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
2016-04-09 22:11:12 +03:00
Rémi Verschelde
aec4f57f95
Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
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Ability to colourize baked lighting in real time.
2016-03-15 10:22:09 +01:00
Saracen
24bc7d8db7
Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance.
2016-03-12 16:51:17 +00:00
Rémi Verschelde
aaad24e6fb
Merge pull request #3865 from Marqin/coverity
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[Coverity] fixed 11 of 537 potential bugs found by Coverity
2016-03-10 16:15:49 +01:00
Rémi Verschelde
b5f873c9d1
Merge pull request #3999 from neikeq/issues_3650_3990
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Fix crash when resizing ConcavePolygonShape2D segments
2016-03-10 06:29:20 +01:00
Ignacio Etcheverry
3fc16d4025
Fix crash when resizing ConcavePolygonShape2D segments
2016-03-09 19:52:15 +01:00
Hubert Jarosz
7b07bcaf44
fix six possible "divide by zero"
2016-03-09 00:18:23 +01:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Saracen
7fecebd8a8
Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
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Conflicts:
servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
Nuno Donato
2d1de83434
refix particles3d issue, bringing down the amount limit to 1024
2016-02-16 08:56:31 +00:00
Nuno Donato
b3fadd66c8
* raised the max amount of particles to match the max number allowed in the inspector (prevents crash)
2016-02-12 11:45:26 +00:00
Saracen
de5281c398
Ability to colourize baked lighting in real time.
2016-02-06 18:03:20 +00:00
Juan Linietsky
6d63dda72b
Merge pull request #3534 from Biliogadafr/pickable2d
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Physics2D: Allow to use 'intersect_point' with not 'Pickable' objects
2016-02-03 08:56:49 -03:00
Rémi Verschelde
7439947e13
Merge pull request #3518 from Ovnuniarchos/3DSoundServerBadReg
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Variables SpatialSoundServer and SS pointed to SpatialSound2DServer.
2016-02-01 11:07:34 +01:00
Biliogadafr
e8c5b41dd8
Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable'
2016-02-01 04:30:16 +03:00
Ariel Manzur
0cd8c054a2
thread renaming
2016-01-31 20:23:24 -03:00
Ovnuniarchos
51dfd4a4b5
Variables SpatialSoundServer and SS pointed to SpatialSound2DServer.
2016-01-30 10:36:58 +01:00
Juan Linietsky
d01f55a78e
Merge pull request #2698 from Faless/add_area_fix
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Fix bug in Body(2D)SW::add_area
2016-01-23 23:07:23 -03:00
Ovnuniarchos
8ed13c4df4
set_signed_data now works correctly on pcm8 samples.
2016-01-21 14:40:58 +01:00
Juan Linietsky
cb9dfd5d28
avoid crash with empty concavepolygonshape, fixes #3169
2016-01-10 17:25:20 -03:00
Juan Linietsky
1aaf507ffb
change intersect_ray function to discriminate pickable objects, fixes #3203
2016-01-10 15:54:57 -03:00
Juan Linietsky
0e71d49ef4
-Fix crash at exit due to unnecesary check in command queue, fixes #2034
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-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-04 00:00:33 -03:00
Juan Linietsky
606729fa2d
physics state properly returns contact metadata, closes #1979
2016-01-03 20:23:44 -03:00
Juan Linietsky
27c47e09a1
skip the first integration in physics bodies, fixes #2213
2016-01-02 13:28:18 -03:00
Juan Linietsky
0ed864d876
properly removing unprocessed objects from physics islands fixes one way platforms for rigidbodies, closes #2345
2016-01-01 12:13:17 -03:00
Juan Linietsky
199a29b353
Merge pull request #3184 from vnen/update-copyright-2016
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Update copyright to 2016 in headers
2016-01-01 11:03:29 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
7879efc50b
Make both lights and occluders stop working if hidden, fixes #2437
2016-01-01 10:45:24 -03:00
Juan Linietsky
1e65c3c701
remove error print in area collision, should be a valid situation, closes #2463
2015-12-31 11:15:49 -03:00
Rémi Verschelde
d4993b74fc
Add missing argument names in GDScript bindings
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All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Rémi Verschelde
d1caf2f037
Remove bogus argument in body_get_node
2015-12-28 01:32:12 +01:00
Rémi Verschelde
46eebac3ae
Remove bogus argument in sample_get_description
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Copy-paste mistake from the setter most likely.
2015-12-28 01:18:37 +01:00
Juan Linietsky
acc9db1695
Merge pull request #3071 from Ovnuniarchos/NewAreaCombiners
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New and corrected area override modes.
2015-12-22 10:57:39 -03:00
Ariel Manzur
83f2084cb8
testing patch for aligned reads by webp in javascript
2015-12-22 09:19:12 -03:00
Ariel Manzur
1bc91848e3
thread
2015-12-21 10:58:51 -03:00
Juan Linietsky
9bf7adfc1f
-another approach to solving the deadlock problem :|
2015-12-21 10:51:27 -03:00
Juan Linietsky
3fe740dac6
Merge branch 'master' of https://github.com/godotengine/godot
2015-12-21 10:26:04 -03:00
Juan Linietsky
49a19f85b8
-different attempt to avod deadlock problem
2015-12-21 10:25:46 -03:00
Ariel Manzur
d4ed043968
too early to rename thread
2015-12-21 09:38:44 -03:00
Ariel Manzur
0576e1e28f
Merge branch 'master' of https://github.com/godotengine/godot
2015-12-21 09:17:15 -03:00
Ariel Manzur
72a6b137ba
audio threads
2015-12-21 09:01:40 -03:00
Ariel Manzur
5e0f43d051
naming the audio thread from within itself
2015-12-18 03:41:44 -03:00
Ariel Manzur
10298b9534
thread set name
2015-12-17 06:24:27 -03:00
Juan Linietsky
f2183a5e09
replaced :var by :Variant in documentation, fixes #2897
2015-12-14 08:28:01 -03:00
Ovnuniarchos
89efebbf56
New and corrected are override modes.
2015-12-14 02:56:49 +01:00
Juan Linietsky
428984ec0c
-New mask mode for lights, makes using masks MUCH easier.
2015-12-08 20:25:08 -03:00
Juan Linietsky
38ab47d2f9
Merge pull request #2865 from hurikhan/pr_fix_2791
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Added additional token checks for the shader if..else.. statement.
2015-12-08 17:09:58 -03:00
Juan Linietsky
ff936c6b2e
Merge pull request #2868 from akien-mga/pr-fix-can-move-to
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Fix can_move_to and rename it for more clarity
2015-12-08 17:09:47 -03:00
Ovnuniarchos
43b2c9c7a4
Areas now calculate their dampenings the same way as their gravity.
2015-12-08 18:45:14 +01:00
Rémi Verschelde
9457211f8f
Fix wrong index being used to populate r_results
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Regression from f33d9da
.
2015-12-04 09:31:01 +01:00
Juan Linietsky
4b1f0afb01
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
Fabio Alessandrelli
1231c795de
Fix Body (and Body2D) add_area / remove_area when area have multiple shapes
2015-12-02 11:30:48 +01:00
Andrea Chua
67a1c3f136
Bug Fix #2541 : Shader language function validation logic
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ensures that it finds the correct function to validate.
2015-11-27 21:27:06 +08:00
Rémi Verschelde
aa30e01f26
Merge pull request #2752 from SaracenOne/shadow_color
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New shader feature: change the colour of shadows on a per-material basis
2015-11-23 11:40:52 +01:00
Rémi Verschelde
2674565cf6
Merge pull request #1931 from Faless/audio_free_rid
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Expose AudioServer::free(RID rid) as AudioServer.free_rid(RID rid)
2015-11-23 00:22:15 +01:00
Rémi Verschelde
f33d9dab5b
Fix can_move_to and rename it for more clarity
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Fixes #2416 .
The KinematicBody::can_move_to function was likely designed for two behaviours:
- discrete: check if the body can "teleport" to the destination
- continuous: check if the direct path to the destination is valid
The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape.
The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
2015-11-22 14:14:07 +01:00
hurikhan
49f4ec2b71
Added additional token checks for the shader if..else.. statement. Fixes issue #2791 .
2015-11-22 13:49:58 +08:00
Juan Linietsky
d3eb9e8c54
-remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260
2015-11-19 10:41:20 -03:00
Saracen
dd00452997
Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color
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Conflicts:
drivers/gles2/shader_compiler_gles2.cpp
2015-11-18 23:18:10 +00:00
Juan Linietsky
0c3386b2ed
Merge pull request #2707 from akien-mga/master
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Cosmetic fixes to SCons buildsystem
2015-11-18 19:43:28 -03:00
Juan Linietsky
f0aeb036d1
Merge pull request #2715 from SaracenOne/shader_fix_and_enhancement
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Write to 4-dimensional position access and shader graph code generation fix.
2015-11-18 19:36:47 -03:00
Juan Linietsky
e82afd9c50
Merge pull request #2629 from firefly2442/float-to-bool
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float to bool variable type, fixes : #2478
2015-11-18 19:17:29 -03:00
Juan Linietsky
e8435cc721
Merge pull request #2632 from firefly2442/duplicate-inherited-vars
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remove child variable that is duplicated from parent class
2015-11-18 19:16:35 -03:00
Juan Linietsky
61c4c5795f
-support for stereo ima-adpcm sample compression & playback
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-support for converting samples to ima-adpcm upon export
2015-11-09 00:49:18 -03:00
Saracen
c1d19ad258
New shader feature: change the colour of shadows on a per-material basis.
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Conflicts:
drivers/gles2/shader_compiler_gles2.cpp
2015-11-08 03:54:55 +00:00
Fabio Alessandrelli
203f069329
Expose AudioServer::free(RID rid) as AudioServer::free_rid(RID rid)
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to avoid script error due to collision with Object method free
2015-11-02 17:54:33 +01:00
Saracen
b54d96ceba
Added ability to write directly to 4-dimensional position vector from within custom vertex shader code. Bugfixes to shader graph code generation concerning xforms.
2015-11-02 16:03:31 +00:00
Rémi Verschelde
399b1b0474
Cosmetic fixes to SCons buildsystem
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39 )
- Potentially fixed an identation issue for openssl check
2015-11-01 20:53:26 +01:00
Juan Linietsky
281d6fac1e
-some fixes to audio
2015-11-01 01:55:22 -03:00
Juan Linietsky
b59c86f6f9
-Ability to debug video memory usage
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-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
firefly2442
bb68dc5210
remove child variable that is duplicated from parent class
2015-10-18 21:45:27 -05:00
firefly2442
4621d30d1b
float to bool variable type, fixes : #2478
2015-10-18 19:49:30 -05:00
Juan Linietsky
63033aa646
Merge branch 'master' of https://github.com/okamstudio/godot
2015-10-17 10:30:08 -03:00
Juan Linietsky
ab22203791
misc cleanup
2015-10-17 10:29:54 -03:00
Juan Linietsky
b217e1417a
Merge pull request #2479 from firefly2442/cppcheck-unusedvars
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ran cppcheck, found unused variables
2015-10-17 10:25:36 -03:00
Juan Linietsky
652a01f16f
Merge pull request #2572 from leezh/clipping-fix
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nested clipping of canvas items now works
2015-10-17 09:48:38 -03:00
Juan Linietsky
a871fc9112
Merge pull request #2587 from eska014/fix-area2d-mask-matching
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Fix Area/Area2D mask matching
2015-10-17 09:47:27 -03:00
Juan Linietsky
426909e26b
Merge pull request #2594 from Biliogadafr/PinSoftness
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Expose softness parameter of pin joint to the editor.
2015-10-17 09:45:16 -03:00
Juan Linietsky
b3cda43a0f
Merge branch 'master' of https://github.com/okamstudio/godot
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Conflicts:
platform/windows/detect.py
2015-10-13 01:19:32 -03:00
Biliogadafr
2ffc90d8b4
Expose softness parameter of pin joint to the editor.
2015-10-10 23:28:05 +03:00
eska
375a7a727f
Fix 3D Area mask matching
2015-10-10 02:33:26 +02:00
eska
13ff4bde65
Fix Area2D type mask matching
2015-10-09 21:54:16 +02:00
reduz
aad2bbdb6f
newline fixes
2015-10-08 15:00:40 -03:00
reduz
3514a87b37
fixed uninitialized memory issues in audio code
2015-10-08 14:50:18 -03:00
Zher Huei Lee
7f001a2c76
nested clipping of canvas items now works
2015-10-05 11:50:16 +01:00
Rémi Verschelde
092f84642c
Rename voice_set_volume argument to p_volume to avoid confusion
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This argument is indeed expected to be a volume on a linear scale (not dB),
typically from 0.0 to 1.0, though it can go higher than 1.0.
2015-09-26 22:43:34 +02:00
Juan Linietsky
c858515785
Fixed theora playback. Removed theoraplayer.
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Still need to get proper audio output latency in some platforms.
2015-09-26 14:50:42 -03:00
Juan Linietsky
83d9a692be
Ability to visually debug geometry visually:
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
firefly2442
afbb6c064c
ran cppcheck, found unused variables
2015-09-16 15:35:30 -05:00
romulox_x
e5730c1c7c
fixed server breaking error in previous splash screen commit
2015-09-12 19:15:02 -07:00
steve
b0e5031f1f
ios now displays splash screen between launch image and main scene, instead of a black screen
2015-09-10 15:01:02 -07:00
Juan Linietsky
9741374617
Rewrite of the AudioStream API
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-Fixes long-standing issues regarding to playing a single stream multiple times simultanteously
-Fixes wrong-looping, starting, caching, etc. Issues resulting from bad original design
-Allows more interesting kinds of streams (stream graphs with streams inside streams!) in the future
2015-09-09 18:50:52 -03:00
Juan Linietsky
b0aa49accb
merged some stuff for okam
2015-09-03 23:24:55 -03:00
Juan Linietsky
2d8866574d
Added gravity scale, and linear/angular damp override to 3D physics.
2015-08-30 18:57:17 -03:00
Juan Linietsky
4613a3f2c0
small fixes
2015-06-30 11:59:00 -03:00
romulox_x
85e49d4e75
added support for mirrored repeat texture wrapping
2015-06-25 14:51:21 -07:00
Juan Linietsky
52308aba68
ability to change shadow color in light2d
2015-06-24 18:15:43 -03:00
Juan Linietsky
74081cdaaa
Merge pull request #2090 from volzhs/pmr_virtual
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fix register Physics2DTestMotionResult not virtual
2015-06-22 23:54:24 -03:00
volzhs
839d69502c
fix register Physics2DTestMotionResult
2015-06-15 08:57:14 +09:00
Juan Linietsky
89300b70e7
added ability for Area (3D) to detect other areas
2015-06-12 15:52:21 -03:00
Juan Linietsky
9e479065f5
new space shooter demo
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ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
Juan Linietsky
5064cc5006
Merge pull request #1932 from Faless/gravity_distance_full
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Calculate gravity based on distance from body to gravity point
2015-06-07 00:25:37 -03:00
Juan Linietsky
b524b40fdc
-fixed many memory initialization issues
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-fixed deadlock on previews thread
-fixed compilation errors on unix
2015-06-06 22:06:58 -03:00
Juan Linietsky
f62961aba3
-fix bug in animation editor
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-fix crash bug in physics motion, closes #1993
2015-05-27 17:30:50 -03:00
Juan Linietsky
b1b7826ea7
oops, previous commit was not working
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it is working now
2015-05-26 01:30:36 -03:00
Juan Linietsky
9df77d2765
ability to run 2D physics in a thread
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
2015-05-26 01:06:05 -03:00
Juan Linietsky
1e50677594
fixes on sample importing
2015-05-19 23:37:04 -03:00
Juan Linietsky
e323cc0505
-Rename unexisting by nonexistant, closes #1940
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-Added function to retrieve list of actions fron InputMap
2015-05-18 10:20:54 -03:00
Fabio Alessandrelli
590afbcac4
Calculate gravity based on distance from body to gravity point (2D)
2015-05-18 01:32:26 +00:00
Fabio Alessandrelli
473c7222f5
Calculate gravity based on distance from body to gravity point
2015-05-18 01:30:43 +00:00
Juan Linietsky
bbe9a37f1d
sleeping property now should work properly, fixes #1892
2015-05-16 17:54:36 -03:00
Juan Linietsky
32b1b472af
-improved one-way collision handling in both dynamic and character bodies for 2D, fixes #1854
2015-05-10 19:24:09 -03:00
ehriche
897a1aade5
optional formal changes
2015-05-06 01:22:31 +02:00
ehriche
670d77813f
PhysicsServerSW::body_is_shape_set_as_trigger - missing return statement
2015-05-06 00:41:41 +02:00
Juan Linietsky
e7aa37fe75
improved kinematic motion, improved demos for kinematic motion
2015-05-03 22:37:10 -03:00
Juan Linietsky
767f71a35e
-Made one way collision work with 2D physics (rigidbody)
2015-05-03 18:18:21 -03:00
Juan Linietsky
af06843982
-new collision layer & mask system for 2D, for more flexible collision masking
2015-05-03 16:47:21 -03:00
Juan Linietsky
4804462ee0
-Fixes from source code analyzizer, closes #1768
2015-05-01 10:44:08 -03:00
Juan Linietsky
5c6b31c024
-fixed broken lighting in release version of godot for isometric light demo, fixes #1697
2015-04-30 11:34:24 -03:00
Juan Linietsky
0adca0a7c9
-made normalmaps easier in 2D, fixes #1467
2015-04-27 08:11:54 -03:00
Juan Linietsky
3bcb930e8a
properly wake up bodies when a parameter changes, fixes #1740
2015-04-26 16:20:00 -03:00
Juan Linietsky
81f36b768d
fixes crash related to empty concavecollisionshape, fixes #1709
2015-04-26 13:03:01 -03:00
Juan Linietsky
972af0b0cb
-Fixed shader commets, /* */ works well and crash is solved, fixes #1711
2015-04-26 12:34:42 -03:00
Juan Linietsky
ec00cd5c41
-Resolved light clipping issue due to wrong global rect cache, fixes #1722
2015-04-25 10:32:34 -03:00
Juan Linietsky
f971ae32e1
casting line into physics on negative space now works properly, fixes #1726
2015-04-24 22:41:31 -03:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
28c4afeb57
-Rewritten KinematicBody2D::move to MUCH more efficient code.
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-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649
-Removed object type masking for KinematicBody2D
-Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
2015-04-19 20:50:55 -03:00
Juan Linietsky
170a9349d2
Merge branch 'master' of https://github.com/okamstudio/godot
2015-04-18 16:18:59 -03:00
Juan Linietsky
4661a6e126
-try to avoid errors when path using ".." is present in script include, fixes #1703
2015-04-18 16:17:33 -03:00
Juan Linietsky
f92a1fd646
Merge pull request #1691 from Faless/area_combine_2d
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Implement Area2D space_override_mode = COMBINE
2015-04-18 14:44:59 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Fabio Alessandrelli
e1bfbcfd42
Fix operator definition for AreaCMP
2015-04-14 16:46:52 +00:00
Fabio Alessandrelli
bad445066c
Implement Area2D space_override_mode combine
2015-04-14 16:33:52 +00:00
Juan Linietsky
3e20391bf6
-Changed bootsplash option to use a file, fixes #1539
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-Added OS.get_splash_tick_msec() to query when splash appeared
2015-04-12 17:55:01 -03:00
Juan Linietsky
d148a03848
-Fixes bug in ShaderGraph material, when uniform property is not used, fixes #1634 and #1610
2015-04-09 00:29:21 -03:00
Juan Linietsky
219fce737c
Merge pull request #1564 from Faless/area_combine-1
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Implement combine mode for area
2015-04-07 20:21:11 -03:00
Juan Linietsky
9fa1698c74
Changes to Light
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-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky
68e42f53ba
Beta1 Attempt #1
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-=-==-=-=-=-=-=-
-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
2015-04-02 12:59:23 -03:00
Juan Linietsky
7fc4059b13
read depth fixes
2015-03-31 17:57:16 -03:00
Fabio Alessandrelli
600bae34bd
Re-sort Area array during integration step
2015-03-24 18:46:26 +00:00
Fabio Alessandrelli
18a1403fcf
Implement combine mode for area
2015-03-24 18:46:26 +00:00
Fabio Alessandrelli
4b3b5eba86
Use Vector for storing areas
2015-03-24 18:46:26 +00:00
Juan Linietsky
e9f94ce8d2
fix area center of gravity
2015-03-22 15:11:36 -03:00
Juan Linietsky
f706e3e5d1
Merge pull request #1380 from ElectricSolstice/wparentheses_removal
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Changed code to remove gcc -Wparentheses warnings.
2015-03-22 15:05:47 -03:00
Juan Linietsky
c2d975582c
Merge pull request #1446 from UsernameIsAReservedWord/fixes_kinematicbody_move_crash
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should fixes #1284 (KinematicBody .move() crash)
2015-03-22 14:56:30 -03:00
Juan Linietsky
dac2017dee
fixes/cleans up
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-input now correctly works when using viewport scaling
-added function to get areas/bodies in given point
-added function to get space state directly from world
2015-03-22 09:40:26 -03:00
Juan Linietsky
c6c72a3c37
input events on Area2D is now supported
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also added a demo showing how this works
2015-03-22 01:46:18 -03:00
Juan Linietsky
acc6f3b285
signed distance field font support
2015-03-21 00:43:33 -03:00
Juan Linietsky
a969e2e6f1
Area2D can now detect overlap with other areas
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this should make everything simpler, specially for newcomers to Godot
2015-03-17 00:45:25 -03:00
Juan Linietsky
53e1694e1e
New option to send canvas to render buffer
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allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
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
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
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
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
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
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
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
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
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
romulox_x
f4312a5076
added option to disable automatic clearing of viewport render buffer
2015-02-21 01:35:06 -08:00
Juan Linietsky
3fdf3d8eab
-fix compilation of godot server
2015-02-19 11:54:03 -03:00
Juan Linietsky
5ef3f7392f
support for light and normal mapping in 2D
2015-02-18 19:40:02 -03:00