Commit graph

14 commits

Author SHA1 Message Date
Juan Linietsky
22d83bc9f6 Begining of GLES3 renderer:
-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
Rémi Verschelde
a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky
c195c0df6b -Added configuration warning system for nodes
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
2016-05-17 18:28:44 -03:00
Juan Linietsky
7879efc50b Make both lights and occluders stop working if hidden, fixes #2437 2016-01-01 10:45:24 -03:00
Juan Linietsky
428984ec0c -New mask mode for lights, makes using masks MUCH easier. 2015-12-08 20:25:08 -03:00
Juan Linietsky
52308aba68 ability to change shadow color in light2d 2015-06-24 18:15:43 -03:00
Juan Linietsky
9fa1698c74 Changes to Light
-=-=-=-=-=-=-=-=

-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
92ab362afa avoid function naming conflict on light scale 2015-03-22 10:39:32 -03:00
Juan Linietsky
a93e33f5c8 added spatial and node2d helper methods
to perform operations such as translaiton, rotation, etc directly on
nodes.
2015-03-22 10:33:58 -03:00
Juan Linietsky
a6f96f46b7 small optimizations to isometric light demo
should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00
Juan Linietsky
09489e3a78 lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Juan Linietsky
a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Juan Linietsky
5ef3f7392f support for light and normal mapping in 2D 2015-02-18 19:40:02 -03:00
reduz
2bea642583 -Some more work on 2D Lights (NOT FUNCTIONAL YET!) 2015-02-16 14:45:11 -03:00