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* | | | | | | | Visual Shader Editing for 2DJuan Linietsky2015-01-204-17/+47
|/ / / / / / / | | | | | | | | | | | | | | | | | | | | | Editing 2D shaders with visual editor seems to work now.
* | | | | | / Color Ramp and Curve Map added to visual shader editing.Juan Linietsky2015-01-191-4/+5
| |_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened.
* | | | | | Add missing shader function: refractsanikoyes2015-01-141-0/+1
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* | | | | | -begin work on unidirectional collision detectionJuan Linietsky2015-01-134-1/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* | | | | | -fixed issue with shader not being reset on layers, closes #1199Juan Linietsky2015-01-122-24/+21
| | | | | | | | | | | | | | | | | | | | | | | | -ability for shader to use parent shader and params, closes #1198
* | | | | | -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-125-6/+99
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* | | | | | 2D shader progressreduz2015-01-112-4/+26
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* | | | | | -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-115-5/+301
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | fixed later. -fixed issue of opacity not working
* | | | | | Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-01-102-3/+3
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| * | | | | fix saving texture flags to *.png.flags file, closes #399Dana Olson2015-01-101-2/+2
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| * | | | | OS X: Add keyboard layout detection and fix buildRhody Lugo2015-01-081-1/+1
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* | | | | | 2D Rewrite Step [1]Juan Linietsky2015-01-107-7249/+214
|/ / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* | | | | Fixes to GraphEdit:Juan Linietsky2015-01-081-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -Working area is bigger now, solves #1148 -Using Position now works, fixes #1141 -RGB ops now work, fixes #1139 -Missing bindings to GraphEdit and GraphNode added -Shader Graph Editor Shows errors on cyclic links and missing connections
* | | | | -Visual Shader Editing Finished, PLEASE TEST!Juan Linietsky2015-01-072-30/+29
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* | | | Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-01-031-1/+3
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| * | | | -added new code completion guess locations, closes #1032Juan Linietsky2015-01-031-1/+1
| | | | | | | | | | | | | | | | | | | | -moved commandline fix to mingw-only, should fix #1064
| * | | | -fixed issue with denormals in half precission, closes #1073Juan Linietsky2015-01-031-1/+3
| | | | | | | | | | | | | | | | | | | | -added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
* | | | | -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-039-18/+25
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* | | | -proper minimum size computation for TabContainerJuan Linietsky2015-01-021-2/+5
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* | | | Merge pull request #998 from sanikoyes/Pr-fix-gles2-canvas_draw_polygonJuan Linietsky2015-01-021-1/+8
|\ \ \ \ | |_|_|/ |/| | | Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some devi...
| * | | Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some ↵sanikoyes2014-12-191-1/+8
| | | | | | | | | | | | | | | | | | | | | | | | devices(like Sumsung Note2) in some devices, gpu doe's not support uint(32bit) indies
* | | | Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-12-212-2/+6
|\ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: modules/gdscript/gd_editor.cpp Improved code completion for InputEvent (shows members by type)
| * | | | FixesJuan Linietsky2014-12-202-2/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
* | | | | -ability to set default textures in shader (needed for visual shader editing)Juan Linietsky2014-12-215-2/+65
|/ / / / | | | | | | | | | | | | | | | | | | | | -work in progress new graph system (will replace current one) -crash fix in s3m loader (out of bounds acess) -fixed vbox overriding of separation (fixes empty line between section tabs)
* / / / Implemented PulseAudio backend and fixed audio driver selection on X11Alexander Stillich2014-12-194-0/+279
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* | | Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2014-12-166-6/+11
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| * | | Small batch of fixesJuan Linietsky2014-12-156-6/+11
| | |/ | |/| | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
* / | New Code CompletionJuan Linietsky2014-12-161-0/+6
|/ / | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* / Batch of BugfixesJuan Linietsky2014-12-072-2/+4
|/ | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -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 Linietsky2014-11-194-8/+33
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* UDP FixesJuan Linietsky2014-11-135-60/+97
| | | | | | | | | | | | | | -=-=-=-=- 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 Linietsky2014-11-1211-21/+309
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* missing files with fixes for shower of bulletsJuan Linietsky2014-11-062-5/+15
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-052-9/+38
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Bug FixesJuan Linietsky2014-11-026-79/+165
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -Much improvement to baked light bakerJuan Linietsky2014-10-2710-25/+277
| | | | | | | -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
* FixesJuan Linietsky2014-10-143-7/+11
| | | | | | | | | -=-=- -Fixed normalmap depth parameter -Fixes to DirAccess on Windows -Double click on resource dock will open them -Fixes to doc generator (should make github wiki on class list more up to date)
* fix view dependent problem in normal mappingromulox_x2014-10-141-1/+1
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* ColladaJuan Linietsky2014-10-144-1/+25
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* Little BitsJuan Linietsky2014-10-122-14/+173
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
* -Rasterizer supports meshes with both skeletons and blend shapesJuan Linietsky2014-10-092-23/+117
| | | | -Collada exporter supports Blend Shapes (even on actions via set driven keys)
* Build System ChangesJuan Linietsky2014-10-071-1/+1
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
* missing fils from yesterday comit.Juan Linietsky2014-10-034-40/+146
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-031-2/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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 Linietsky2014-09-211-3/+5
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* Fixing Issues...Juan Linietsky2014-09-191-1/+7
| | | | | | | - #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)
* Fix file_existssanikoyes2014-09-191-2/+2
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* fix skeleton AABB computation, addeded shadeless view modeJuan Linietsky2014-09-181-3/+3
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* More Bug FixesJuan Linietsky2014-09-177-17/+192
| | | | | | | | -=-=-=-=-=-=- -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 #574 from marynate/PR-fix-change-dirJuan Linietsky2014-09-171-14/+20
|\ | | | | Fixed DirAccessWindows::change_dir not working properly;