| Commit message (Collapse) | Author | Age | Files | Lines |
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Also position TEXTURE_SPHERE constant properly.
(cherry picked from commit a15de809429171e93556db6e9d7010a2b3d61f18)
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This adds a list of constants for VariantCall to make sure the order of
register is kept when showing in the editor help and in the documentation.
This also remove the sorting of constants from the doctool, so it keeps
the natural order in classes.xml.
(cherry picked from commit 29b62ce5d009bfdc57e065e450d7e01c5bd5bd05)
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fixes #5189
(cherry picked from commit 58a891265aabc7944ae5b7e588b64ff21ecd3ea8)
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fixes #5190, param should be named key, not value
(cherry picked from commit 7a19e3c6ae360fc278f2eed7b5d402d794b794e3)
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(cherry picked from commit 8a4eca8aa84ae79feba4c73f45af77b3dfde0e65)
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(cherry picked from commit 49c473bb365054969687f14ed0b55bfe3b06e637)
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Erroneously removed in 4bc494ae2ec07497d27d97acccdd6514c6ae878a.
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(cherry picked from commit a8ebd43ab7d246669f1a8bb30fb780c07abe01d6)
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to doc, fixes #3040
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unresolved
-Added a tool to clean up unresolved tracks and unused keys
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Both return RawArray, not String.
My fault from commit f83f96cb44a5c4f65c6271d0a98606b489adc488.
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shared. Fixes #1646
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closes #1311
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-=-=-=
-Added missing quaternion constructor
-code completion fixes
-winrt fixes
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-=-=-=-=-
Curse the day I decided to port UDP code, as it ended up
being two nights of work. At least It's done now (I hope).
-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*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
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-=-=-=-=-=-=-=-=-=-=-
-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)
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- added #660, but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
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-=-=-=-=-=-=-=-=-=-=-=-=-=
-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!
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-Forgot to mention that lightmap baking to texture was implemented in latest push.
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-=-=-=-=-=-
-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
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-=-=-=-=-=-=-=-=-=-=-=-=-=
-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
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
-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)
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-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
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-Fixed bug of some tabs showing wrong names
-Exported properties for viewport
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-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
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