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| * | | | | | | Fixed columns to have integer positions, so that they don't "jiggle" when ↵Bil Bas (Spooner)2015-02-251-0/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | moving the camera.
* | | | | | | | minor commentsJuan Linietsky2015-03-222-10/+7
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* | | | | | | | drag & drop demo (GUI)Juan Linietsky2015-03-223-0/+31
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* | | | | | | | gui in 3D demo now uses area for inputJuan Linietsky2015-03-222-24/+25
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* | | | | | | | fixes/cleans upJuan Linietsky2015-03-222-4/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -input now correctly works when using viewport scaling -added function to get areas/bodies in given point -added function to get space state directly from world
* | | | | | | | input events on Area2D is now supportedJuan Linietsky2015-03-225-0/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | also added a demo showing how this works
* | | | | | | | signed distance field fonts demoJuan Linietsky2015-03-214-0/+4
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* | | | | | | | New option to send canvas to render bufferJuan Linietsky2015-03-169-16/+60
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
* | | | | | | | back buffer copy node, to improve on texscreen()Juan Linietsky2015-03-129-0/+62
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | back buffer copy node and respective demo
* | | | | | | | simple shader effects library for 2DJuan Linietsky2015-03-113-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ready to use in any project
* | | | | | | | small optimizations to isometric light demoJuan Linietsky2015-03-1010-0/+262
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | should work faster, and even faster if exported.. as textures have been optimized.
* | | | | | | | New Demo, Screen Space ShadersJuan Linietsky2015-03-1013-0/+37
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -Fixes to screen space shaders. -Fixes to isometric light demo.
* | | | | | | | lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-09184-0/+155
| |_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* | | | | | | 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.
* | | | | / support for light and normal mapping in 2DJuan Linietsky2015-02-181-0/+0
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* | | | | begin new serialization frameworkJuan Linietsky2015-02-151-0/+0
| | | | | | | | | | | | | | | | | | | | also got rid of STL dependency on triangulator
* | | | | Merge pull request #1362 from not-surt/tile_map_body_modeJuan Linietsky2015-02-144-136/+231
|\ \ \ \ \ | | | | | | | | | | | | Added body mode property for TileMap as kinematic body
| * | | | | 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.
* / | | | New Navigation & Pathfinding support for 2DJuan Linietsky2015-02-145-0/+67
|/ / / / | | | | | | | | | | | | | | | | | | | | | | | | -Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
* | | | Merge branch 'master' of https://github.com/okamstudio/godot into add_sprintfBil Bas (Spooner)2015-02-103-51/+355
|\ \ \ \ | |/ / / |/| | | | | | | | | | | Conflicts: .gitignore
| * | | ignore and remove .fscache files. closes #1249Dana Olson2015-01-172-37/+0
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* | | Merge pull request #1206 from ScyDev/feature/polygonpathfinder_demoJuan Linietsky2015-01-176-0/+90
|\ \ \ | |_|/ |/| | - how to use PolygonPathFinder from GD Script
| * | - how to use PolygonPathFinder from GD ScriptLukas Sägesser2015-01-136-0/+90
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* | | -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-134-24/+662
| |/ |/| | | | | -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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* 1.Change interpolate_callback:p_times_in_sec argument before p_callback ↵sanikoyes2014-12-191-2/+2
| | | | | | | | argument(more readable) 2.NodePath replace to instance_ID(can control object doe's not in scene tree) 3.Change interpolate types from Node to Object, can control more types(etc script class object) 4.Add pending_update counter, avoid insert/remove interpolates-list while traversal it
* 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
* Add missing icon.png to tween demomarynate2014-12-081-0/+0
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* 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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* UDP FixesJuan Linietsky2014-11-134-0/+77
| | | | | | | | | | | | | | -=-=-=-=- 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.
* 3D Import Import & UDPJuan Linietsky2014-11-121-2/+2
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-0510-4/+128
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* 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
* -added custom metadata to physics shapes (2D only for now)Juan Linietsky2014-10-161-0/+3
| | | | -gizmos are not displayed in camera preview
* missing demo filesJuan Linietsky2014-10-0353-6/+200
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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 Linietsky2014-09-212-0/+5
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* Fixing Issues...Juan Linietsky2014-09-191-20/+36
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* 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.
* Merge pull request #628 from sanikoyes/PR-tween-supportJuan Linietsky2014-09-173-0/+542
|\ | | | | thanks sanikoyes this is great!
| * Update tween demosanikoyes2014-08-272-21/+51
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| * tween:sanikoyes2014-08-252-14/+38
| | | | | | | | | | 1、add follow/targeting support 2、update demo
| * Replace object to NodePathsanikoyes2014-08-223-7/+16
| | | | | | | | | | Add time callback support Update demo
| * Add tween delay supportsanikoyes2014-08-212-8/+18
| | | | | | | | | | Add tween get_runtime function Update demo for tween delay sample
| * Add tween seek/repeat supportsanikoyes2014-08-203-0/+469
| | | | | | | | Add tween demo