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* Remove leftover from the demosRémi Verschelde2016-06-031-84/+0
| | | | Was missed in c7d45ec085086ab86192a7890b9622320d57b89d.
* Removed demosJuan Linietsky2016-06-03734-15139/+0
| | | | they go to their own project now
* Expose ResourceImportMetadata::set_source_md5 for scriptGeequlim2016-06-031-5/+8
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* Switched the space shooter demo from none fixed process to fixed processjmintb2016-05-315-18/+14
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* window management demo: show screen dpiAndreas Haas2016-05-302-0/+4
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* Joystick demo script cleanupAndreas Haas2016-05-101-5/+4
| | | | Removes a leftover variable and uses constants instead of magic numbers.
* Rotation APIs: Better exposure for degrees methodsRémi Verschelde2016-05-061-1/+1
| | | | | | | | Made public the various set/getters for rotations in degrees. For consistency, renamed the exposed method names to remove the leading underscore, and kept the old names with a deprecation warning. Fixes #4511.
* Specify the demos licenseRémi Verschelde2016-04-291-0/+27
| | | | It was already under the MIT as the rest of the engine, but some users seemed not convinced about it.
* Merge pull request #4169 from slapin/ikRémi Verschelde2016-04-062-0/+0
|\ | | | | InverseKinematics node, basic features
| * InverseKinematics node, basic featuresSergey Lapin2016-03-312-0/+0
| | | | | | | | | | | | | | | | | | | | | | | | I don't already know how the fuck it works, but it is. A bit slow currently, but hope to improve it soon. The current limitations: 1. No constraints. At all. 2. Used simplest CCD algorithm, I just can't believe in jacobian construction from code. 3. Slow to get to target.
* | Port 2D demos to TSCN/TRES formatsRémi Verschelde2016-04-02193-6666/+9957
| | | | | | | | Part of #4196.
* | Fix last two bindings in input_mapping demoRémi Verschelde2016-04-012-1/+3
|/ | | | | Also connect the signal from script, as it makes it easier to understand than by having to check the connected signals via the GUI.
* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-2715-0/+390
| | | | | | Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
* screen_shaders: convert demo images to JPGRémi Verschelde2016-02-2710-1/+1
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* normalmap demo: convert images to JPGRémi Verschelde2016-02-276-0/+0
| | | | To make the demos lighter
* Remove Noto Sans font from translation demo (heavy!)Rémi Verschelde2016-02-272-0/+0
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* Drop polygon path finder demoRémi Verschelde2016-02-174-82/+0
| | | | It is obsoleted by the easier NavigationPolygon API and the feature will likely be dropped in the future (see #3740)
* Fix wall_deco tile position in Platformer demoGeorge Marques2016-01-301-145/+11
| | | | | Correct the offset introduced by the fix #3204 [ci skip]
* update joystick demo with joy_connection_changed handlinghondres2016-01-262-0/+9
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* make animation work again in P3d demo, fixes #3151Juan Linietsky2016-01-102-1/+1
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* visual representation for joystick demohondres2016-01-066-5/+130
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* restored this configJuan Linietsky2016-01-041-1/+0
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* -Fix crash at exit due to unnecesary check in command queue, fixes #2034Juan Linietsky2016-01-041-0/+1
| | | | -Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
* Update Autoload demoeska2015-12-093-36/+13
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* Use get_current_scene() instead of hackRémi Verschelde2015-12-091-6/+2
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* Move polygon_path_finder demo to demos/3d since it uses 3D nodesRémi Verschelde2015-12-094-0/+0
| | | | Also took the opportunity to "touch" each demo's engine.cfg in reverse alphabetical order to get the listed in natural order in the project manager.
* Remove systematic "Init(i)alization here" from _ready()Rémi Verschelde2015-12-0939-39/+0
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* Improve code formattingRémi Verschelde2015-12-0940-1101/+841
| | | | | | | | | | | The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - spaces around weak operators (+, -), no spaces around strong operators (*, /) - spaces around comparison operators and compound assignment operators - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines - comment sentences start with an upper-case letter
* Update 2D demos scenes for 2.0 formatRémi Verschelde2015-12-0969-2839/+2683
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* Use upper-cased first letter at the start of comment sentencesRémi Verschelde2015-12-0930-164/+150
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* Improve code formatting and update to 2.0Rémi Verschelde2015-12-0995-5634/+502
| | | | | | | | | | | The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong operators (*, /) - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
* Merge pull request #2719 from SaracenOne/clipping_fixJuan Linietsky2015-12-081-0/+0
|\ | | | | Canvas Clipping fix
| * Modification to GUI in 3D demo to show resolved viewport clipping bug and ↵Saracen2015-11-191-0/+0
| | | | | | | | small fix to bug causing viewport clipping to be inverted.
* | Better hidden folders display preferences for editor file dialogsFranklin Sobrinho2015-12-061-0/+0
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* | Replace hardcoded references to Okam Studio by Godot EngineRémi Verschelde2015-11-271-0/+0
| | | | | | | | | | Since the engine development is now independent. Fixes #2836.
* | Make all demo icons 8-bit/color RGB(A)Rémi Verschelde2015-11-2316-0/+0
| | | | | | | | | | Godot does not seem to like 8-bit colormaps. Fixes #2874.
* | Add icons to all demos that can have a meaningful oneRémi Verschelde2015-11-1926-2/+11
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* | Rename polygon_path_finder demo and add iconRémi Verschelde2015-11-198-6/+5
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* | Merge pull request #2700 from neikeq/demo_iconsJuan Linietsky2015-11-1831-0/+15
|\ \ | | | | | | Added project icon to some demos
| * | Added some demo iconsneikeq2015-10-2931-0/+15
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* | Merge pull request #2642 from leezh/nrex-updateJuan Linietsky2015-11-182-8/+10
|\ \ | | | | | | Updated nrex with new features
| * | Updated RegEx demosZher Huei Lee2015-11-072-8/+10
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* / fix icon locations in demo projectsfirefly24422015-10-215-5/+4
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* Merge pull request #2402 from ERIIX/masterJuan Linietsky2015-10-172-1/+2
|\ | | | | Properly free enemies after death in 3d platformer demo.
| * Properly free enemies after death in 3d platformer demo.Eric R. Monson2015-08-282-1/+2
| | | | | | | | | | | | Previously, they stuck around as invisible physics objects. This fix is much cleaner than my previous attempts, as it uses the ability to call a function from an animation as is done in the 2d platformer demo.
* | Merge pull request #2522 from ricpelo/masterJuan Linietsky2015-10-171-0/+1
|\ \ | | | | | | Disable filters for tilemap in 2D Platformer demo
| * | Disable filters for tilemap in 2D Platformer demoRicardo Pérez2015-09-241-0/+1
| | | | | | | | | Fixes #2452
* | | Large improvements on scene packing and managementreduz2015-10-101-0/+8
|/ / | | | | | | | | -Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
* | Ability to visually debug geometry visually:Juan Linietsky2015-09-2014-215/+238
|\ \ | | | | | | | | | | | | | | | | | | -Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
| * | Ability to keep collisionshapes and collisionpolygons when running the game.reduz2015-09-1512-43/+61
|/ / | | | | | | | | | | | | | | | | | | 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!