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| * Ability to colourize baked lighting in real time.Saracen2016-02-061-0/+9
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* | Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off ↵Saracen2016-03-121-2/+1
| | | | | | | | now correctly disables shadows from affecting the instance.
* | remove trailing whitespaceHubert Jarosz2016-03-091-96/+96
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* | Added extra controls to GeometryInstances to control how they should cast ↵Saracen2016-03-071-2/+4
|/ | | | | | | shadows: double-sided and shadows only. Conflicts: servers/visual/visual_server_raster.h
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -New mask mode for lights, makes using masks MUCH easier.Juan Linietsky2015-12-081-1/+3
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* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+5
| | | | -Small fix to xml saver (swapping > and <)
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+1
| | | | | | | -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
* ability to change shadow color in light2dJuan Linietsky2015-06-241-0/+2
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* -fixed many memory initialization issuesJuan Linietsky2015-06-061-1/+1
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* -try to avoid errors when path using ".." is present in script include, ↵Juan Linietsky2015-04-181-1/+1
| | | | fixes #1703
* -Changed bootsplash option to use a file, fixes #1539Juan Linietsky2015-04-121-1/+1
| | | | -Added OS.get_splash_tick_msec() to query when splash appeared
* Changes to LightJuan Linietsky2015-04-031-3/+5
| | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
* signed distance field font supportJuan Linietsky2015-03-211-0/+1
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* New option to send canvas to render bufferJuan Linietsky2015-03-161-1/+7
| | | | | 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 Linietsky2015-03-121-0/+1
| | | | back buffer copy node and respective demo
* small optimizations to isometric light demoJuan Linietsky2015-03-101-0/+1
| | | | | should work faster, and even faster if exported.. as textures have been optimized.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-0/+1
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-15/+46
| | | | | | | | | | 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 pull request #1369 from not-surt/tile_rotationJuan Linietsky2015-02-211-2/+2
|\ | | | | Tile Rotation
| * Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-021-0/+34
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| * | Working TileMap tile transpose transform.Carl Olsson2015-02-021-2/+2
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* | | added option to disable automatic clearing of viewport render bufferromulox_x2015-02-211-1/+6
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* | | support for light and normal mapping in 2DJuan Linietsky2015-02-181-15/+13
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* | | -Some more work on 2D Lights (NOT FUNCTIONAL YET!)reduz2015-02-161-0/+2
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* | begin work on lighting system for 2DJuan Linietsky2015-01-221-0/+34
|/ | | | nothing functional yet, just experimenting with API
* -Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky2015-01-131-1/+1
| | | | -Solve drawing order bug introduced in previous commit: solves #1214
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-1/+4
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -fixed issue with shader not being reset on layers, closes #1199Juan Linietsky2015-01-121-1/+7
| | | | -ability for shader to use parent shader and params, closes #1198
* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-111-0/+5
| | | | | | fixed later. -fixed issue of opacity not working
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-124/+17
| | | | | | | | -=-=-=-=-=-=-=-=-=- -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!
* -ability to set default textures in shader (needed for visual shader editing)Juan Linietsky2014-12-211-0/+4
| | | | | | -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)
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-0/+66
| | | | | | | -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
* Little BitsJuan Linietsky2014-10-121-0/+3
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -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/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* More Bug FixesJuan Linietsky2014-09-171-2/+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.
* Little BitsJuan Linietsky2014-08-141-2/+6
| | | | | | | | -=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
* Misc FixesJuan Linietsky2014-06-271-10/+8
| | | | | | | | | | | | ========== -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
* Light Baker!Juan Linietsky2014-06-111-2/+55
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* More 3D ImprovementsJuan Linietsky2014-05-291-0/+15
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -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 Linietsky2014-05-041-1/+4
| | | | | | | | | | | | | -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.
* -Added google play services (needed for some stuff)Juan Linietsky2014-04-141-0/+3
| | | | | | | | | -Added new screen resizing options, stretch_2d is removed, new much more flexible ones. -Fixed bug in viewport (can create more instances in 3d-in-2d demo now) -Can set android permissions and screen sizes manually in the export settings -Changed export templates extension to .tpz (too many people unzipped the manually..) -File dialog now ensures that the proper extension is used (will not allow to save without it) -Fixed bug that made collision exceptions not work in 2D
* -Fixed a few bugs in ViewportJuan Linietsky2014-04-101-2/+4
| | | | | -Made a few demos using Viewport to show it's true power! -Fixed some start-up error messages.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+1112