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* Removed demosJuan Linietsky2016-06-03118-1403/+0
| | | | they go to their own project now
* InverseKinematics node, basic featuresSergey Lapin2016-03-312-0/+0
| | | | | | | | | | | | I don't already know how the fuck it works, but it is. A bit slow currently, but hope to improve it soon. The current limitations: 1. No constraints. At all. 2. Used simplest CCD algorithm, I just can't believe in jacobian construction from code. 3. Slow to get to target.
* Drop polygon path finder demoRémi Verschelde2016-02-174-82/+0
| | | | It is obsoleted by the easier NavigationPolygon API and the feature will likely be dropped in the future (see #3740)
* make animation work again in P3d demo, fixes #3151Juan Linietsky2016-01-102-1/+1
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* Move polygon_path_finder demo to demos/3d since it uses 3D nodesRémi Verschelde2015-12-094-0/+82
| | | | 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 Verschelde2015-12-094-4/+0
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* Use upper-cased first letter at the start of comment sentencesRémi Verschelde2015-12-0912-101/+86
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* Improve code formatting and update to 2.0Rémi Verschelde2015-12-0941-3042/+263
| | | | | | | | | | | 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.
* Make all demo icons 8-bit/color RGB(A)Rémi Verschelde2015-11-232-0/+0
| | | | | Godot does not seem to like 8-bit colormaps. Fixes #2874.
* Add icons to all demos that can have a meaningful oneRémi Verschelde2015-11-192-0/+1
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* Added some demo iconsneikeq2015-10-293-0/+1
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* 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
* Merge pull request #1881 from NateWardawg/masterJuan Linietsky2015-05-161-3/+2
|\ | | | | Removed redundant code in the kinematic 3D demo.
| * Removed redundant code in the kinematic 3D demo.Nathan Warden2015-05-101-3/+2
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* | fixs particles on 3d platformer demo, closes #1588Juan Linietsky2015-05-111-0/+0
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* particles in navmesh demo are nice againJuan Linietsky2015-05-091-0/+0
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* Merge pull request #1852 from SuperUserNameMan/fixes_platformer_3d_particlesJuan Linietsky2015-05-072-0/+0
|\ | | | | fixes_3d_platformer_demo_missing_particles_textures
| * add_missing_textures_to_particlesyg2f2015-05-072-0/+0
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* | fixes_demo3d_shaders_materials_missing_lightyg2f2015-05-071-0/+0
|/ | | | add the missing animated light to the demo 3d "shaders materials"
* -More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky2015-05-041-1/+1
| | | | -added NOTIFICATION_INSTANCED
* Merge pull request #1738 from jackmakesthings/masterJuan Linietsky2015-05-031-0/+1
|\ | | | | Updating demo engine.cfgs where name is missing
| * Set name on truck-town demo's engine.cfgjack2015-04-251-0/+1
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* | fixed bullet in 3d platformer demoJuan Linietsky2015-05-011-0/+0
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* | -fix a bug in extra cull margin, closes #1760Juan Linietsky2015-05-012-0/+0
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* support for 2D shadow castersJuan Linietsky2015-03-022-0/+0
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* Merge branch 'master' of https://github.com/okamstudio/godot into add_sprintfBil Bas (Spooner)2015-02-101-14/+355
| | | | | Conflicts: .gitignore
* fix demo 3d mousepick testyg2f2014-12-161-1/+1
| | | | add the missing camera parameter to the _input_event()
* Small FixesJuan Linietsky2014-12-081-1/+1
| | | | | | | | -=-=-=-=-=- -Bug in navmesh demo fixed -Bug in variant -Better Collada Exporter supports proper names of exported shapekeys
* Batch of BugfixesJuan Linietsky2014-12-071-0/+0
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* missing navmesh demo and small fixesJuan Linietsky2014-11-194-0/+119
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* Update cubio.gdMavhod2014-11-051-1/+1
| | | a little wrong only.
* -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 Linietsky2014-10-038-1/+48
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* Huge Amount of BugFixJuan Linietsky2014-10-0310-0/+130
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* Fixed too many little issues, check the issues closed today.Juan Linietsky2014-09-211-0/+0
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* More Bugfix...Juan Linietsky2014-09-172-25/+5
| | | | | | | | -=-=-=-=-=-== -Fix bug in camera follow script -Fix negate operator not working in shader language -Fix uninitialized pointer in raycast query API
* More Bug FixesJuan Linietsky2014-09-171-3/+3
| | | | | | | | -=-=-=-=-=-=- -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.
* CollisionPolygon (3D)Juan Linietsky2014-09-161-3/+3
| | | | Workaround for round() on PC.
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-155-0/+37
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 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 Linietsky2014-09-0210-0/+205
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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!
* 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 Linietsky2014-05-293-3/+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 Linietsky2014-02-0981-0/+3532