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* Icons for many new types of nodesJuan Linietsky2014-10-032-0/+2035
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* missing fils from yesterday comit.Juan Linietsky2014-10-0310-20/+39
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-0326-83/+452
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* -added collision exception to 3D Physics API tooJuan Linietsky2014-09-222-0/+28
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* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-229-38/+108
| | | | | | | | | | | properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
* Fixed too many little issues, check the issues closed today.Juan Linietsky2014-09-218-18/+90
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* Fixing Issues...Juan Linietsky2014-09-199-123/+343
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* Merge pull request #705 from rollenrolm/vslider-fixJuan Linietsky2014-09-191-1/+4
|\ | | | | Fix for inverted VSlider
| * Fix for inverted VSliderRalf Hölzemer2014-09-191-1/+4
| | | | | | | | | | VSlider would get set at the inverted position when receiving a mouse click Dragging the slider worked correct
* | Fix bug #471, Colour picker labels are incorrect in HSV and RAW modeRalf Hölzemer2014-09-191-17/+28
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* More Bug FixesJuan Linietsky2014-09-172-1/+4
| | | | | | | | -=-=-=-=-=-=- -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.
* Small FixesJuan Linietsky2014-09-176-12/+42
| | | | | | | ----------- -Added Ability for centering on top left for centercontainer -Added ability to bind more than 5 parameters (must include an extra file)
* Merge pull request #575 from marynate/PR-node2d-set-global-posJuan Linietsky2014-09-172-0/+14
|\ | | | | Add node2d::set_global_pos()
| * Add node2d::get_global_pos()marynate2014-07-072-0/+14
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* | Merge pull request #588 from marynate/PR-fix-touchscreenbutton-inputJuan Linietsky2014-09-171-2/+6
|\ \ | | | | | | Fixed touchscreen was processing input in editor
| * | Fixed potential crash when touchscreenbutton has no texture assignedmarynate2014-07-131-1/+2
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| * | Fixed touchscreen was processing input in editormarynate2014-07-131-1/+4
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* | | Merge pull request #628 from sanikoyes/PR-tween-supportJuan Linietsky2014-09-174-0/+1867
|\ \ \ | | | | | | | | thanks sanikoyes this is great!
| * | | tween:sanikoyes2014-08-252-35/+392
| | | | | | | | | | | | | | | | | | | | 1、add follow/targeting support 2、update demo
| * | | Fix tween seek, add tell functionsanikoyes2014-08-222-7/+28
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| * | | Replace object to NodePathsanikoyes2014-08-222-62/+161
| | | | | | | | | | | | | | | | | | | | Add time callback support Update demo
| * | | Fix resetsanikoyes2014-08-211-2/+4
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| * | | Add tween delay supportsanikoyes2014-08-212-14/+66
| | | | | | | | | | | | | | | | | | | | Add tween get_runtime function Update demo for tween delay sample
| * | | Add missing bind, fix bind argument descriptionsanikoyes2014-08-201-4/+5
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| * | | Add tween seek/repeat supportsanikoyes2014-08-202-4/+56
| | | | | | | | | | | | | | | | Add tween demo
| * | | Add remove/remove_all for tweensanikoyes2014-08-202-0/+29
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| * | | Add tween support for godotsanikoyes2014-08-204-0/+1254
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* | | | Merge pull request #661 from adolson/add-tab-bindingJuan Linietsky2014-09-172-4/+5
|\ \ \ \ | | | | | | | | | | couple tab and tab container fixes
| * | | | was fetching incorrect meta data for tab titlesDana Olson2014-08-281-3/+3
| | | | | | | | | | | | | | | | | | | | closes #650
| * | | | add/fix GDScript bindings for add_tab/remove_tabDana Olson2014-08-281-1/+2
| |/ / / | | | | | | | | | | | | closes #651
* | | | CollisionPolygon (3D)Juan Linietsky2014-09-165-2/+261
| | | | | | | | | | | | | | | | Workaround for round() on PC.
* | | | Camera FixesJuan Linietsky2014-09-152-35/+60
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-= -Object Picking and orthogonal camera related functions fixed (i hope) -Going to preview mode in the camera shows a frame with the correct game aspect ratio -Changed Camera API and properties a little t make it more straightforward -Fixed bug in shader compiler. -Fixed bug in ShaderGL
* | | | 3D Physics Rework, Other StuffJuan Linietsky2014-09-1514-18/+1678
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* | | | 3D Physics and Other StuffJuan Linietsky2014-09-027-120/+800
|/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* | | Little BitsJuan Linietsky2014-08-1422-27/+1344
| | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -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
* | | Merge pull request #608 from TheoXD/timeseek_node_seekreduz2014-08-141-2/+3
|\ \ \ | | | | | | | | Timeseek works like this
| * | | Timeseek works like thisTheo Hallenius2014-07-071-2/+3
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* / / Small Issues & MaintenanceJuan Linietsky2014-08-0116-75/+1235
|/ / | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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
* / Polygon2DJuan Linietsky2014-07-075-0/+541
|/ | | | | | | | | -=-=-=-=- Another gift for those who make 2D games: -Edit polygons, concave or convex, color them, texture them and uv-map them -Corresponding editor -Can have a custom pivot, so they are compatible with bones and IK
* 2D Animation ImprovementsJuan Linietsky2014-07-068-178/+822
| | | | | | | | | -=-=-=-=-=-=-=-=-=--=-=-= -Ability to set 2D nodes as bones -Abity to set 2D nodes as IK chains -2D IK Solver -Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
* Fixed #553: Disable 3D nodes for smaller executablemarynate2014-07-032-5/+16
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* Bug FixesJuan Linietsky2014-06-296-2/+63
| | | | | | | | | | -=-=-=-=- -Documentation now shows overridable theme values (though this needs to be documented). -Detect when object transform is flipped and flip normals too. -TileMap can specify bounce and friction for collision. -Removed limit of 4 lights per object -Added is_hovered() to buttons.
* Misc FixesJuan Linietsky2014-06-2717-164/+271
| | | | | | | | | | | | ========== -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
* Import 3D Scene ImprovementsJuan Linietsky2014-06-198-16/+277
| | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-=- -If re-importing from the "dependency changed" dialog, edited scene will keep the local changes. -Imported scene will keep track of changes in the source asset -Geometry changes in source geometry or nodes with a different transform will be updated. -Materials will be kept if changed locally. -New nodes added will be kept -If nodes were reparented or renamed, they will still keep track -Deleted notes will be restored, use the -noimp option to avoid this. -In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import. -Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh. Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time. So Please test!!
* FineTune HDR and Other StuffJuan Linietsky2014-06-176-8/+163
| | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- -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)
* More 3D WorkJuan Linietsky2014-06-169-8/+501
| | | | | | | | -=-=-=-=-=- -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
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-06-111-3/+8
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| * Made a uniform distribution of characters in Label::set_percent_visible()Theo Hallenius2014-05-311-3/+8
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* | Light Baker!Juan Linietsky2014-06-1115-30/+657
|/ | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* More 3D ImprovementsJuan Linietsky2014-05-2913-2/+1196
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -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.