hurikhan
5241626dee
fixing a typo in the demo
2015-03-08 03:32:13 -05:00
hurikhan
ba74e45027
added Label_MouseGrab_KeyInfo
2015-03-08 01:27:36 -06:00
hurikhan
87be945d49
Merge remote-tracking branch 'upstream/master' into x11-window-management
2015-03-08 15:10:48 +08:00
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
Bil Bas (Spooner)
e7024259e1
Fixed columns to have integer positions, so that they don't "jiggle" when moving the camera.
2015-02-25 17:24:32 +00:00
Juan Linietsky
5ef3f7392f
support for light and normal mapping in 2D
2015-02-18 19:40:02 -03:00
hurikhan
ee81d4b359
Merge remote-tracking branch 'upstream/master' into x11-window-management
2015-02-15 17:49:34 +08:00
Juan Linietsky
2185c018f6
begin new serialization framework
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also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Juan Linietsky
7ebb224ec1
Merge pull request #1362 from not-surt/tile_map_body_mode
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Added body mode property for TileMap as kinematic body
2015-02-14 19:25:35 -03:00
Juan Linietsky
c5f509f238
New Navigation & Pathfinding support for 2D
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-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
2015-02-14 12:10:15 -03:00
Carl Olsson
8bb1e19d73
Replace body_mode property with use_kinematic flag.
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Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-14 06:43:50 +10:00
Carl Olsson
9d182e93a3
Added body mode property to TileMap to select between static and kinematic physics bodies. Kinematic allow use of TileMaps for moving platforms for example.
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Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too.
And in order to fix the tileset I need to activate snapping for collision polygon vertices.
2015-02-13 20:49:21 +10:00
hurikhan
a13e180052
Merge remote-tracking branch 'upstream/master' into x11-window-management
2015-02-12 15:58:29 +01:00
hurikhan
df7d26ff5b
cleanup + MouseGrab
2015-02-12 15:58:00 +01:00
Bil Bas (Spooner)
58d7678947
Merge branch 'master' of https://github.com/okamstudio/godot into add_sprintf
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Conflicts:
.gitignore
2015-02-10 00:42:28 +00:00
fry-
c21227a636
added preview picture
2015-02-02 23:29:19 +01:00
fry-
2db55ef6fc
added a demo for 2D fog of war
2015-02-02 23:08:57 +01:00
hurikhan
03c453ac7d
* Cleanup for PR
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* Demo shows a Dialog with not implemented methods at startup
2015-01-22 05:35:39 +09:00
hurikhan
2204914abf
* observer scene for the demo
2015-01-22 01:54:17 +09:00
hurikhan
94d94a0855
* fix compilation without scons experimental_wm_api=yes
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* Extended the demo with an addional MouseGrab Test
2015-01-22 01:14:50 +09:00
Dana Olson
eac0de398f
ignore and remove .fscache files. closes #1249
2015-01-17 14:19:57 -05:00
hurikhan
dfb5a1d5e1
* multi_screen testing + bugfixes
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* ALT-TAB is working
* tested on Ubuntu 14.10 Unity + LXDE
* minor cleanup
2015-01-18 00:28:04 +09:00
hurikhan
dee27ce991
Merge remote-tracking branch 'upstream/master' into x11-window-management
2015-01-17 22:19:57 +09:00
Juan Linietsky
8075512bc5
Merge pull request #1206 from ScyDev/feature/polygonpathfinder_demo
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- how to use PolygonPathFinder from GD Script
2015-01-17 09:44:49 -03:00
hurikhan
f1dc00e380
* cleanup window state handling
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* first attemps in handling ALT+TABa (WIP)
2015-01-17 19:43:12 +09:00
hurikhan
716971655e
added the following methods:
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* set_minimized(bool)
* bool is_minimized()
* set_maximized(bool)
* bool is_maximized()
2015-01-17 00:18:45 +09:00
hurikhan
d42fa511a5
rearrange the demo
2015-01-16 13:49:46 +09:00
hurikhan
d269344bbd
WIP -- set_resizable() + is_resizable added
2015-01-15 22:50:23 +09:00
hurikhan
07b8d9136a
demo window set to resizeable (need a bugfix her)
2015-01-14 15:44:47 +08:00
hurikhan
8a30feebbe
Merge remote-tracking branch 'upstream/master' into x11-window-management
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Conflicts:
platform/x11/detect.py
2015-01-14 13:31:16 +08:00
hurikhan
2203ba5fe3
don't start demo in fullscreen mode
2015-01-14 13:27:03 +08:00
hurikhan
790d8ecbb9
get_screen() + set_screen() added
2015-01-14 12:02:59 +08:00
Juan Linietsky
9012cd408e
-Add support for one-way collision in 2D (only works for kinematic body so far)
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-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13 21:19:11 -03:00
Lukas Sägesser
aa242beb73
- how to use PolygonPathFinder from GD Script
2015-01-13 14:17:51 +01:00
hurikhan
f55c0e9285
Using Xinerama extension for getting screen info
2015-01-13 21:01:24 +08:00
hurikhan
ce7c7a862e
get_screen_position() added
2015-01-13 17:25:50 +08:00
hurikhan
107d2a373a
Demo misc/window_management added
2015-01-11 20:30:57 +08:00
Juan Linietsky
fbdd925d9b
-Work in progress visual shader editor *DOES NOT WORK YET*
2015-01-03 16:52:37 -03:00
sanikoyes
64f77aa8f3
1.Change interpolate_callback:p_times_in_sec argument before p_callback argument(more readable)
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2.NodePath replace to instance_ID(can control object doe's not in scene tree)
3.Change interpolate types from Node to Object, can control more types(etc script class object)
4.Add pending_update counter, avoid insert/remove interpolates-list while traversal it
2014-12-19 17:13:20 +08:00
yg2f
ef02ef2867
fix demo 3d mousepick test
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add the missing camera parameter to the _input_event()
2014-12-16 15:17:29 +01:00
Juan Linietsky
6851f9bfae
Small Fixes
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-=-=-=-=-=-
-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
2014-12-08 15:47:45 -03:00
marynate
45c9e169d9
Add missing icon.png to tween demo
2014-12-08 13:21:05 +08:00
Juan Linietsky
c79be979d4
Batch of Bugfixes
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-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914 , #859 , #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899 , but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
2014-12-07 02:04:20 -03:00
Juan Linietsky
e709468bb1
missing navmesh demo and small fixes
2014-11-19 11:33:15 -03:00
Juan Linietsky
abbea4d945
UDP Fixes
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-=-=-=-=-
Curse the day I decided to port UDP code, as it ended up
being two nights of work. At least It's done now (I hope).
-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky
6dd8768811
3D Import Import & UDP
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-=-=-=-=-=-=-=-=-=-=-
-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
2014-11-12 11:23:23 -03:00
Juan Linietsky
0dbedd18fc
SceneMainLoop -> SceneTree
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Mavhod
cdeb610a13
Update cubio.gd
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a little wrong only.
2014-11-05 04:21:03 +07:00
Juan Linietsky
e82dc40205
-Much improvement to baked light baker
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-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
2014-10-27 22:54:32 -03:00
Juan Linietsky
371eac9bef
-added custom metadata to physics shapes (2D only for now)
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-gizmos are not displayed in camera preview
2014-10-16 00:06:34 -03:00