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path: root/scene/3d/navigation_mesh.cpp
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* 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
* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-12/+12
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-12/+12
| | | | | | | | 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 Verschelde2017-01-021-1/+1
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-1/+1
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* | Merge pull request #7391 from ktksgit/masterRémi Verschelde2017-01-021-0/+5
|\ \ | | | | | | Update DebugMesh when NavMesh changes
| * | Update DebugMesh when NavMesh changes ktksgit2016-12-291-0/+5
| |/ | | | | Fixes #7371
* / 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 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.
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+22
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-1/+123
| | | | | | | -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
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-3/+3
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Huge Amount of BugFixJuan Linietsky2014-10-031-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
* Small Issues & MaintenanceJuan Linietsky2014-08-011-0/+237
-=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes