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* Removed demosJuan Linietsky2016-06-0337-420/+0
| | | | they go to their own project now
* make animation work again in P3d demo, fixes #3151Juan Linietsky2016-01-102-1/+1
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* Remove systematic "Init(i)alization here" from _ready()Rémi Verschelde2015-12-091-1/+0
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* Use upper-cased first letter at the start of comment sentencesRémi Verschelde2015-12-095-76/+61
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* Improve code formatting and update to 2.0Rémi Verschelde2015-12-0914-2630/+102
| | | | | | | | | | | The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong 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 The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
* Merge pull request #2402 from ERIIX/masterJuan Linietsky2015-10-172-1/+2
|\ | | | | Properly free enemies after death in 3d platformer demo.
| * Properly free enemies after death in 3d platformer demo.Eric R. Monson2015-08-282-1/+2
| | | | | | | | | | | | Previously, they stuck around as invisible physics objects. This fix is much cleaner than my previous attempts, as it uses the ability to call a function from an animation as is done in the 2d platformer demo.
* | Ability to visually debug geometry visually:Juan Linietsky2015-09-201-3/+3
|/ | | | | | | -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
* fixs particles on 3d platformer demo, closes #1588Juan Linietsky2015-05-111-0/+0
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* add_missing_textures_to_particlesyg2f2015-05-072-0/+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
* fixed bullet in 3d platformer demoJuan Linietsky2015-05-011-0/+0
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* Merge branch 'master' of https://github.com/okamstudio/godot into add_sprintfBil Bas (Spooner)2015-02-101-14/+355
| | | | | Conflicts: .gitignore
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-0/+0
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* missing demo filesJuan Linietsky2014-10-031-0/+0
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* More Bugfix...Juan Linietsky2014-09-171-1/+4
| | | | | | | | -=-=-=-=-=-== -Fix bug in camera follow script -Fix negate operator not working in shader language -Fix uninitialized pointer in raycast query API
* CollisionPolygon (3D)Juan Linietsky2014-09-161-3/+3
| | | | Workaround for round() on PC.
* Fix 3d platformer demo texture display black on android devicesmarynate2014-06-281-0/+0
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* Misc FixesJuan Linietsky2014-06-273-13/+23
| | | | | | | | | | | | ========== -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
* More 3D WorkJuan Linietsky2014-06-163-12/+15
| | | | | | | | -=-=-=-=-=- -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
* Light Baker!Juan Linietsky2014-06-112-336/+0
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* More 3D ImprovementsJuan Linietsky2014-05-292-3/+12
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -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.
* Lots of 3D improvements:Juan Linietsky2014-05-043-46/+165
| | | | | | | | | | | | | -Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
* heckJuan Linietsky2014-04-193-214/+216
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-0938-0/+2812