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path: root/servers/visual_server.h
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* 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 Linietsky2015-12-081-0/+1
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* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+12
| | | | -Small fix to xml saver (swapping > and <)
* Ability to visually debug geometry visually:Juan Linietsky2015-09-201-0/+2
| | | | | | | -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
* added support for mirrored repeat texture wrappingromulox_x2015-06-251-0/+1
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* ability to change shadow color in light2dJuan Linietsky2015-06-241-0/+1
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* -fixed many memory initialization issuesJuan Linietsky2015-06-061-1/+1
| | | | | -fixed deadlock on previews thread -fixed compilation errors on unix
* -Changed Godot exit to be clean.Juan Linietsky2015-04-201-0/+2
| | | | | -Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -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 Linietsky2015-04-031-2/+17
| | | | | | | | -=-=-=-=-=-=-=-= -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 Linietsky2015-03-161-2/+3
| | | | | 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 Linietsky2015-03-021-8/+25
| | | | | | | | | | 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/+33
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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_x2015-02-211-0/+3
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* | | support for light and normal mapping in 2DJuan Linietsky2015-02-181-12/+6
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* | begin work on lighting system for 2DJuan Linietsky2015-01-221-0/+33
|/ | | | nothing functional yet, just experimenting with API
* -begin work on unidirectional collision detectionJuan Linietsky2015-01-131-2/+4
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -fixed issue with shader not being reset on layers, closes #1199Juan Linietsky2015-01-121-0/+2
| | | | -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/+6
| | | | | | fixed later. -fixed issue of opacity not working
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-0/+3
| | | | | | | | -=-=-=-=-=-=-=-=-=- -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 Linietsky2014-10-271-1/+29
| | | | | | | -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 Linietsky2014-10-121-1/+2
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -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
* missing fils from yesterday comit.Juan Linietsky2014-10-031-2/+6
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* fix skeleton AABB computation, addeded shadeless view modeJuan Linietsky2014-09-181-0/+1
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* Little BitsJuan Linietsky2014-08-141-0/+3
| | | | | | | | -=-=-=-=-=- -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 Linietsky2014-06-271-32/+36
| | | | | | | | | | | | ========== -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
* More 3D WorkJuan Linietsky2014-06-161-2/+3
| | | | | | | | -=-=-=-=-=- -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 Linietsky2014-06-111-1/+28
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* More 3D ImprovementsJuan Linietsky2014-05-291-2/+41
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= -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.
* Making Godot Easier to Use..Juan Linietsky2014-05-241-1/+2
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
* A bit of everything:Juan Linietsky2014-05-141-0/+2
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* Lots of 3D improvements:Juan Linietsky2014-05-041-2/+6
| | | | | | | | | | | | | -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 Linietsky2014-04-101-0/+3
| | | | | -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/+971