aboutsummaryrefslogtreecommitdiff
path: root/scene/3d/camera.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-121-1/+1
| | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
* fix #6012 exposed setters and getters of Camera H/V offset to GDScriptAdham Zahran2016-10-091-4/+8
| | | | (cherry picked from commit cbb0ea315b9946cd8d291bd0cbb63e2523c78644)
* remove trailing whitespaceHubert Jarosz2016-03-091-19/+19
|
* -Fix crash opening and closing the scene, closes #3491Juan Linietsky2016-01-311-18/+5
|
* Properly clear/restore current camera when switching scenes. Fixes #2137Juan Linietsky2016-01-021-69/+42
|
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* -fix forced texture repeat in Polygon2D, now depends on texture.Juan Linietsky2015-04-281-0/+8
| | | | -added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* added spatial and node2d helper methodsJuan Linietsky2015-03-221-18/+0
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* support for 2D shadow castersJuan Linietsky2015-03-021-3/+3
| | | | | | | | | | 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.
* fixed math in Camera::project_positionjaromirhribal2015-01-311-1/+1
|
* -fixed issue with denormals in half precission, closes #1073Juan Linietsky2015-01-031-0/+35
| | | | -added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
* Small FixesJuan Linietsky2014-12-081-0/+2
| | | | | | | | -=-=-=-=-=- -Bug in navmesh demo fixed -Bug in variant -Better Collada Exporter supports proper names of exported shapekeys
* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-051-15/+15
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-3/+16
| | | | | | | -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 Linietsky2014-10-161-1/+2
| | | | -gizmos are not displayed in camera preview
* Little BitsJuan Linietsky2014-10-121-1/+25
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -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
* Huge Amount of BugFixJuan Linietsky2014-10-031-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* Camera FixesJuan Linietsky2014-09-151-32/+51
| | | | | | | | | | | -=-=-=-=-=-= -Object Picking and orthogonal camera related functions fixed (i hope) -Going to preview mode in the camera shows a frame with the correct game aspect ratio -Changed Camera API and properties a little t make it more straightforward -Fixed bug in shader compiler. -Fixed bug in ShaderGL
* Misc FixesJuan Linietsky2014-06-271-1/+1
| | | | | | | | | | | | ========== -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
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+727