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!
-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
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
- Useful if you need to Convert screen coords to the coordinate space of a
CanvasItem, but don't have an associated InputEvent to use in
#make_event_local.
For example, if you have a particular point on the screen you'd like to project
into World Space, for various reasons, you would use this function on the root
of the scene. This is analogous to ray casting from screen space in 3D.
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).
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
-=-=-=-=-=-=-=-=
-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
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.