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* Removed demosJuan Linietsky2016-06-03488-12072/+0
| | | | they go to their own project now
* Switched the space shooter demo from none fixed process to fixed processjmintb2016-05-315-18/+14
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* Port 2D demos to TSCN/TRES formatsRémi Verschelde2016-04-02193-6666/+9957
| | | | Part of #4196.
* screen_shaders: convert demo images to JPGRémi Verschelde2016-02-2710-1/+1
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* normalmap demo: convert images to JPGRémi Verschelde2016-02-276-0/+0
| | | | To make the demos lighter
* Fix wall_deco tile position in Platformer demoGeorge Marques2016-01-301-145/+11
| | | | | Correct the offset introduced by the fix #3204 [ci skip]
* restored this configJuan Linietsky2016-01-041-1/+0
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* -Fix crash at exit due to unnecesary check in command queue, fixes #2034Juan Linietsky2016-01-041-0/+1
| | | | -Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
* Move polygon_path_finder demo to demos/3d since it uses 3D nodesRémi Verschelde2015-12-094-82/+0
| | | | Also took the opportunity to "touch" each demo's engine.cfg in reverse alphabetical order to get the listed in natural order in the project manager.
* Remove systematic "Init(i)alization here" from _ready()Rémi Verschelde2015-12-0931-31/+0
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* Improve code formattingRémi Verschelde2015-12-0940-1100/+840
| | | | | | | | | | | 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 Verschelde2015-12-0969-2839/+2683
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* Make all demo icons 8-bit/color RGB(A)Rémi Verschelde2015-11-2312-0/+0
| | | | | Godot does not seem to like 8-bit colormaps. Fixes #2874.
* Add icons to all demos that can have a meaningful oneRémi Verschelde2015-11-197-1/+3
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* Rename polygon_path_finder demo and add iconRémi Verschelde2015-11-198-6/+5
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* Merge pull request #2700 from neikeq/demo_iconsJuan Linietsky2015-11-1824-0/+12
|\ | | | | Added project icon to some demos
| * Added some demo iconsneikeq2015-10-2924-0/+12
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* | fix icon locations in demo projectsfirefly24422015-10-212-2/+2
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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 Linietsky2015-09-2013-212/+235
|\ | | | | | | | | | | | | -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.reduz2015-09-1512-43/+61
|/ | | | | | | | | | 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.
* more code completion improvementsJuan Linietsky2015-06-272-2/+1
| | | | | | -calltip dissapears with more types of keypresses or when pressing ')' -properly looks into autoloaded scripts or nodes with another script for script functions/variables/etc.
* added ability to define signals in scriptJuan Linietsky2015-06-242-0/+1
| | | | closes #2175
* Merge pull request #2080 from bojidar-bg/patch-1Juan Linietsky2015-06-222-14/+0
|\ | | | | Fix to #2079
| * Delete .fscache from fog_of_war demo, closes #2079.Bojidar Marinov2015-06-131-11/+0
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| * Resolved a merge conflict.Bojidar Marinov2015-06-131-3/+0
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* | Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky2015-06-221-0/+0
|/ | | | | | | | | | | -ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
* added iconJuan Linietsky2015-06-112-0/+1
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* new space shooter demoJuan Linietsky2015-06-1135-0/+400
| | | | ortho camera sort fix, closes #2063
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-06-069-0/+46
|\ | | | | | | | | Conflicts: demos/2d/motion/engine.cfg
| * -fix bug in animation editorJuan Linietsky2015-05-271-0/+7
| | | | | | | | -fix crash bug in physics motion, closes #1993
| * oops, previous commit was not workingJuan Linietsky2015-05-261-1/+0
| | | | | | | | it is working now
| * ability to run 2D physics in a threadJuan Linietsky2015-05-261-0/+1
| | | | | | | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
| * more fixesJuan Linietsky2015-05-198-0/+37
| | | | | | | | | | | | -only refuse to load an older file if version major is different, fixes #1944 -fix drive letter default value, fixes #1939
* | small fixesJuan Linietsky2015-06-011-0/+1
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* -small motion demo, to better troubleshootJuan Linietsky2015-05-164-0/+42
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* -Added lookat/get_angle_to functions in 2D, and a demo, closes #1843Juan Linietsky2015-05-124-0/+47
| | | | -Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
* -Updated isometric 2d demo to work using the new isometric support, fixes #1849Juan Linietsky2015-05-114-0/+0
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* -fixed some glitches in isometric light demo, closes #1858Juan Linietsky2015-05-103-0/+0
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* Merge pull request #1875 from Zamaroht/patch-1Juan Linietsky2015-05-101-1/+0
|\ | | | | Delete unused variable
| * 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.
* | Remove focus from restart button, fixes #1850Nicolas Laurito2015-05-101-0/+1
|/ | | Fixes a problem where the restart button would keep focus after being pressed, making the tetris' pieces impossible to rotate without activating the button again.
* Delete line without functionalityNicolas Laurito2015-05-061-2/+0
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* -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 Linietsky2015-05-042-11/+12
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