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path: root/scene/2d/light_2d.cpp
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* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-40/+40
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-20/+20
| | | | This saves typing and is a step towards fixing #56
* New API for visibility in both CanvasItem and SpatialJuan Linietsky2017-01-131-1/+1
| | | | | | visible (property) - access set_visible(bool) is_visible() is_visible_in_tree() - true when visible and parents visible show() hide() - for convenience
* Must now register with set_transform_notify() to get ↵Juan Linietsky2017-01-121-0/+1
| | | | NOTIFICATION_TRANSFORM_CHANGED
* It is now possible to name layers of different kinds!Juan Linietsky2017-01-101-2/+2
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* -Conversion of most properties to a simpler syntax, easier to use by scriptJuan Linietsky2017-01-041-12/+15
| | | | | | -Modified help to display properties GDScript can still not make use of them, though.
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-40/+40
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-21/+39
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-21/+39
| | | | | | | | | | | | | | | | -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
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | | | | | | | | | 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!
* | Add editor_only param to Light2DPedro J. Estébanez2016-10-041-1/+33
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* Clamped some light2D rangesDaniel J. Ramirez2016-05-231-3/+3
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* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+12
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Make both lights and occluders stop working if hidden, fixes #2437Juan Linietsky2016-01-011-1/+16
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* -New mask mode for lights, makes using masks MUCH easier.Juan Linietsky2015-12-081-1/+2
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* ability to change shadow color in light2dJuan Linietsky2015-06-241-0/+16
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* Changes to LightJuan Linietsky2015-04-031-9/+33
| | | | | | | | -=-=-=-=-=-=-=-= -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
* avoid function naming conflict on light scaleJuan Linietsky2015-03-221-5/+5
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* added spatial and node2d helper methodsJuan Linietsky2015-03-221-5/+5
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* small optimizations to isometric light demoJuan Linietsky2015-03-101-1/+25
| | | | | should work faster, and even faster if exported.. as textures have been optimized.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-0/+17
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-8/+41
| | | | | | | | | | 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.
* support for light and normal mapping in 2DJuan Linietsky2015-02-181-9/+94
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* -Some more work on 2D Lights (NOT FUNCTIONAL YET!)reduz2015-02-161-0/+182