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* Removed demosJuan Linietsky2016-06-0344-2438/+0
| | | | they go to their own project now
* Port 2D demos to TSCN/TRES formatsRémi Verschelde2016-04-0225-3667/+2028
| | | | Part of #4196.
* Fix wall_deco tile position in Platformer demoGeorge Marques2016-01-301-145/+11
| | | | | Correct the offset introduced by the fix #3204 [ci skip]
* Remove systematic "Init(i)alization here" from _ready()Rémi Verschelde2015-12-094-4/+0
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* Improve code formattingRémi Verschelde2015-12-095-219/+158
| | | | | | | | | | | 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 Verschelde2015-12-0910-1655/+1013
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* 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 Linietsky2015-09-202-212/+187
|\ | | | | | | | | | | | | -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.reduz2015-09-151-43/+13
|/ | | | | | | | | | 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!
* HTML5 exporter ImprovementsJuan Linietsky2015-09-101-3/+0
| | | | | | -Better template handling -Voice support -Stream support
* merged some stuff for okamJuan Linietsky2015-09-031-3/+6
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* Live edit WORK IN PROGRESSJuan Linietsky2015-08-021-194/+159
| | | | | | | | | | 1) press the heart while the game is running 2) select a scene to live edit from the opened scenes 3) edit/add/remove nodes or resources, change their properties, etc. 4) watch changes reflected in running game, in all places this scene is edited 5) It's not perfect obviously, but the aim of it is to try to reflect your changes as best as possible in the running game.
* Deleted unused variableNicolas Laurito2015-05-091-1/+0
| | | Deleted the var GRAVITY because it is unused. The gravity is used at line 237, but it's gotten from the Physics2DDirectBodyState parameter.
* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-1/+1
| | | | -added NOTIFICATION_INSTANCED
* -vec3 uniforms should now work, fixes #1773Juan Linietsky2015-05-041-10/+6
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* -Made one way collision work with 2D physics (rigidbody)Juan Linietsky2015-05-033-364/+733
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* New option to send canvas to render bufferJuan Linietsky2015-03-161-16/+19
| | | | | allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
* Replace body_mode property with use_kinematic flag.Carl Olsson2015-02-142-58/+61
| | | | Revert 2D Platformer demo's moving platforms to sprite plus body.
* Added body mode property to TileMap to select between static and kinematic ↵Carl Olsson2015-02-136-197/+289
| | | | | | | physics bodies. Kinematic allow use of TileMaps for moving platforms for example. Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too. And in order to fix the tileset I need to activate snapping for collision polygon vertices.
* -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-131-22/+659
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-032-73/+103
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* 3D Physics and Other StuffJuan Linietsky2014-09-021-10/+13
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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!
* Making Godot Easier to Use..Juan Linietsky2014-05-241-4/+8
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* A bit of everything:Juan Linietsky2014-05-141-5/+7
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -Fixes to OpenSSL compilation (more)Juan Linietsky2014-05-011-2/+4
| | | | -Fix bug in GDScript, now static functions can call static functions.
* -Added OpenSSL and HTTPS supportJuan Linietsky2014-04-282-11/+10
| | | | | -Built-in version of the library for Windows, Android and iOS (other OSs use system one) -Small fixes all around
* -Fixed viewport stretch bugsJuan Linietsky2014-04-181-1/+7
| | | | | -Fixed input in viewport stretch bugs -Fixed tilemap pixel overlap (really?)
* -Added google play services (needed for some stuff)Juan Linietsky2014-04-141-0/+2
| | | | | | | | | -Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
* -Support for changing fontsJuan Linietsky2014-04-052-109/+109
| | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* -Added ATITC texture supportJuan Linietsky2014-02-261-0/+4
| | | | | -Fixed bug of some tabs showing wrong names -Exported properties for viewport
* -improved physics ccdJuan Linietsky2014-02-197-236/+366
| | | | | | -html5 exporter works again -disable repeat on image loader by default -can change shape offset en tileset, texture offset was broken
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-0942-0/+3688