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