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* | New option to send canvas to render bufferJuan Linietsky2015-03-164-7/+99
| | | | | | | | | | 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 Linietsky2015-03-124-3/+37
| | | | | | | | back buffer copy node and respective demo
* | small optimizations to isometric light demoJuan Linietsky2015-03-104-0/+14
| | | | | | | | | | should work faster, and even faster if exported.. as textures have been optimized.
* | New Demo, Screen Space ShadersJuan Linietsky2015-03-102-7/+30
| | | | | | | | | | -Fixes to screen space shaders. -Fixes to isometric light demo.
* | lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-095-5/+38
| | | | | | | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* | Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-03-037-93/+883
|\ \ | | | | | | | | | | | | | | | Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h
| * | support for 2D shadow castersJuan Linietsky2015-03-024-77/+458
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * | changed viewport clearing to use the alpha value of the clear color, and ↵romulox_x2015-02-211-1/+6
| | | | | | | | | | | | made the transparent bg option of viewport force a clear color of 0,0,0,0
| * | Merge pull request #1369 from not-surt/tile_rotationJuan Linietsky2015-02-214-8/+17
| |\ \ | | | | | | | | Tile Rotation
| | * \ Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-024-0/+143
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| | * | | Working TileMap tile transpose transform.Carl Olsson2015-02-024-8/+17
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| * | | | added option to disable automatic clearing of viewport render bufferromulox_x2015-02-213-2/+40
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| * | | | -fix compilation of godot serverJuan Linietsky2015-02-192-2/+2
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| * | | | support for light and normal mapping in 2DJuan Linietsky2015-02-184-39/+169
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| * | | -Some more work on 2D Lights (NOT FUNCTIONAL YET!)reduz2015-02-163-1/+85
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| * | begin work on lighting system for 2DJuan Linietsky2015-01-223-0/+142
| | | | | | | | | | | | nothing functional yet, just experimenting with API
| * | Visual Shader Editing for 2DJuan Linietsky2015-01-201-0/+1
| |/ | | | | | | Editing 2D shaders with visual editor seems to work now.
* / merges from okam repoJuan Linietsky2015-03-031-1/+3
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* -fix shader param names broken issue on code completionJuan Linietsky2015-01-141-4/+4
| | | | -fix z order issue in new 2D engine
* -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
* Add missing shader function: refractsanikoyes2015-01-141-0/+1
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* -begin work on unidirectional collision detectionJuan Linietsky2015-01-133-29/+82
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -fixed issue with shader not being reset on layers, closes #1199Juan Linietsky2015-01-126-10/+38
| | | | -ability for shader to use parent shader and params, closes #1198
* -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-125-1/+15
| | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* 2D shader progressreduz2015-01-111-0/+22
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* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-116-2/+135
| | | | | | fixed later. -fixed issue of opacity not working
* 2D Rewrite Step [1]Juan Linietsky2015-01-107-397/+384
| | | | | | | | -=-=-=-=-=-=-=-=-=- -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 Linietsky2015-01-081-4/+27
| | | | | | | | -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
* -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-3/+0
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* -ability to set default textures in shader (needed for visual shader editing)Juan Linietsky2014-12-216-0/+36
| | | | | | -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)
* Batch of BugfixesJuan Linietsky2014-12-072-3/+15
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -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!
* Bug FixesJuan Linietsky2014-11-021-1/+1
| | | | | | | | | | | | | | | | -=-=-=-=- -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 Linietsky2014-10-276-7/+753
| | | | | | | -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 Linietsky2014-10-142-0/+3
| | | | | | | | | -=-=- -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)
* ColladaJuan Linietsky2014-10-142-3/+3
| | | | | | | | | | | | -=-=-=- -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 Linietsky2014-10-124-2/+21
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -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
* Misc BitsJuan Linietsky2014-10-091-0/+1
| | | | | | | | -=-=-=-=- -Added more missing icons to nodes. -Added more 3D split view modes -Fixed annoying script editor bug with keyboard focus
* missing fils from yesterday comit.Juan Linietsky2014-10-032-1/+15
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-033-25/+42
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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 fixes on #672 on windowsJuan Linietsky2014-09-191-8/+10
| | | | | | - added #660, but need help on osx, help please I don't have a mac! - fixed #667 and #668 (eol detection in comments) - added #670 (hint when using method without () )
* More Bugfix...Juan Linietsky2014-09-172-89/+205
| | | | | | | | -=-=-=-=-=-== -Fix bug in camera follow script -Fix negate operator not working in shader language -Fix uninitialized pointer in raycast query API
* More Bug FixesJuan Linietsky2014-09-175-9/+43
| | | | | | | | -=-=-=-=-=-=- -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 Linietsky2014-08-145-5/+40
| | | | | | | | -=-=-=-=-=- -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
* Polygon2DJuan Linietsky2014-07-072-2/+2
| | | | | | | | | -=-=-=-=- Another gift for those who make 2D games: -Edit polygons, concave or convex, color them, texture them and uv-map them -Corresponding editor -Can have a custom pivot, so they are compatible with bones and IK
* Merge pull request #541 from marynate/PR-fix-uv-xformreduz2014-06-291-1/+1
|\ | | | | Fix FixedMaterial uv xform not working bug
| * Fix FixedMaterial uv xform not working bugmarynate2014-06-211-1/+1
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* | Misc FixesJuan Linietsky2014-06-279-140/+218
|/ | | | | | | | | | | | ========== -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
* FineTune HDR and Other StuffJuan Linietsky2014-06-172-0/+2
| | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- -More parameters to ESM shadows -LightMap Octree now can bake to "hdr" (use HDR8 for now) -New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
* More 3D WorkJuan Linietsky2014-06-166-5/+42
| | | | | | | | -=-=-=-=-=- -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 Linietsky2014-06-114-11/+396
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.