Commit graph

52 commits

Author SHA1 Message Date
Rémi Verschelde
f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
Rémi Verschelde
dbf0137576 Style: Fix statements ending with ';;'
(cherry picked from commit f44ee891be)
2017-03-18 21:14:33 +01:00
Rémi Verschelde
d8223ffa75 Welcome in 2017, dear changelog reader!
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!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
Geequlim
fdf914e53e Add texture region support for stylebox render 2016-06-05 00:45:53 +08:00
Juan Linietsky
8be2fabbe5 Changed import workflow
-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
Juan Linietsky
89d87294db ability to shrink all images x2 on load
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
Rémi Verschelde
aec4f57f95 Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
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
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.
Conflicts:
	servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
Saracen
de5281c398 Ability to colourize baked lighting in real time. 2016-02-06 18:03:20 +00:00
George Marques
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky
428984ec0c -New mask mode for lights, makes using masks MUCH easier. 2015-12-08 20:25:08 -03:00
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
Juan Linietsky
e82afd9c50 Merge pull request #2629 from firefly2442/float-to-bool
float to bool variable type, fixes: #2478
2015-11-18 19:17:29 -03:00
Juan Linietsky
b59c86f6f9 -Ability to debug video memory usage
-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
firefly2442
4621d30d1b float to bool variable type, fixes: #2478 2015-10-18 19:49:30 -05:00
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
52308aba68 ability to change shadow color in light2d 2015-06-24 18:15:43 -03:00
Juan Linietsky
9e479065f5 new space shooter demo
ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
ehriche
897a1aade5 optional formal changes 2015-05-06 01:22:31 +02:00
Juan Linietsky
59154cccf9 -Changed Godot exit to be clean.
-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
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -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
acc6f3b285 signed distance field font support 2015-03-21 00:43:33 -03:00
Juan Linietsky
53e1694e1e New option to send canvas to render buffer
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()
back buffer copy node and respective demo
2015-03-12 01:05:50 -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
1d7337ba10 Merge pull request #1369 from not-surt/tile_rotation
Tile Rotation
2015-02-21 15:37:02 -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
Carl Olsson
c5bf43f6eb Working TileMap tile transpose transform. 2015-02-02 21:27:48 +10:00
Juan Linietsky
30d3658110 -fixed issue with shader not being reset on layers, closes #1199
-ability for shader to use parent shader and params, closes #1198
2015-01-12 20:44:02 -03:00
Juan Linietsky
544ce2a1db -Initial working(?) implementation of shaders for 2D. Lighting still not there though.
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
2015-01-12 10:19:09 -03:00
Juan Linietsky
66afddb3e8 -Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
-fixed issue of opacity not working
2015-01-11 11:43:31 -03:00
Juan Linietsky
8997084831 2D Rewrite Step [1]
-=-=-=-=-=-=-=-=-=-

-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
2015-01-10 17:35:26 -03:00
Juan Linietsky
f7f197c409 -ability to set default textures in shader (needed for visual shader editing)
-work in progress new graph system (will replace current one)
-crash fix in s3m loader (out of bounds acess)
-fixed vbox overriding of separation (fixes empty line between section tabs)
2014-12-21 11:42:44 -03:00
Juan Linietsky
e82dc40205 -Much improvement to baked light baker
-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
af4a97bef9 missing fils from yesterday comit.
must have made some mistake with git,
not sure why they were not sent..
2014-10-03 08:58:41 -03:00
Juan Linietsky
990f6cf50e More Bug Fixes
-=-=-=-=-=-=-

-Fixed a few bugs in Mixer, now playback of chiptunes works great :)
-Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame.
-Fixed camera in 3D kinematic character demo.
2014-09-17 20:03:10 -03:00
Juan Linietsky
2ee4ac183b Little Bits
-=-=-=-=-=-

-Fixed small bugs all around
-Added ability to show/hide entire sections of the spatial (3D) tree
-WIP new vehicle (not ready yet) based on Bullet
2014-08-14 10:31:38 -03:00
Juan Linietsky
2af2a84a03 Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-27 23:21:45 -03:00
Juan Linietsky
ddc0e7fd3b FineTune HDR and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

-More parameters to ESM shadows
-LightMap Octree now can bake to "hdr" (use HDR8 for now)
-New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
2014-06-17 11:58:35 -03:00
Juan Linietsky
703004f830 More 3D Work
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
2014-06-16 10:22:26 -03:00
Juan Linietsky
9b8696d3dd Light Baker!
-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
2014-06-11 10:41:03 -03:00
Juan Linietsky
6f0b4678e2 More 3D Improvements
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00
Juan Linietsky
72ae89c5aa Lots of 3D improvements:
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
2014-05-04 22:50:23 -03:00
Juan Linietsky
ec4ef2d2e7 -Added google play services (needed for some stuff)
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
2014-04-14 22:43:44 -03:00