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* Fix crash in Space2DSW::test_body_motion()Pedro J. Estébanez2017-07-251-1/+1
| | | | Fixes #9692.
* Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde2017-07-241-5/+5
|\ | | | | Add object type hint for docs
| * Add object type hint for docsPoommetee Ketson2017-07-231-5/+5
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* | Merge pull request #9765 from Noshyaar/pr-clangRémi Verschelde2017-07-2310-10/+9
|\ \ | | | | | | Clang-formatting *.cpp and *.h (some files excluded)
| * | Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-2210-10/+9
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* / Several changes to better run in mobile.Juan Linietsky2017-07-222-0/+11
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-1913-23/+32
| | | | -Added system for feature overrides, it's pretty cool :)
* Add object type hint for docsPoommetee Ketson2017-07-191-2/+2
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* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-175-14/+24
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Many fixes to improve GI Probe qualityJuan Linietsky2017-07-155-4/+22
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* -Fix for multiple reflection probes causing issues.Juan Linietsky2017-07-151-1/+1
| | | | -Fix for positional sound corruption to avoid making people deaf.
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-1522-212/+1037
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* Some more typo fixes for "threshold"Rémi Verschelde2017-07-151-1/+1
| | | | Looks like @reduz really does not like that word.
* Added get_bus_index to AudioServerBruno Lourenço2017-07-102-0/+11
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* Merge pull request #9564 from Noshyaar/pr-thresholdRémi Verschelde2017-07-0827-88/+88
|\ | | | | Refactor 'treshold' to 'threshold'
| * Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-0827-88/+88
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* | Some adjustments to toon material to make it more flexibleJuan Linietsky2017-07-081-0/+1
| | | | | | | | Ability to also disable specular
* | Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky2017-07-085-0/+11
|/ | | | Added multipass support for materials.
* -Added triplanar mapping modesJuan Linietsky2017-07-082-5/+3
| | | | -Some fixes to shader lang
* Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky2017-07-031-2/+2
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* -Many fixes to VisualScript, fixed property names, etc.Juan Linietsky2017-06-307-2/+125
| | | | | | -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-2/+4
| | | | -Fixded BackBuffercopy object
* ConeTwistJoint: Initialize 'm_angularOnly'.dotquixote2017-06-261-0/+1
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* Ability to restart particle system with a function callJuan Linietsky2017-06-254-0/+8
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* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-251-1/+1
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* Simplified 2D Kinematicbody.. 3D will wait a bit.Juan Linietsky2017-06-242-0/+2
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* -Restored support for Canvas BG mode on EnvironmentJuan Linietsky2017-06-244-28/+57
| | | | | -Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR!
* -Trigger shapes removed in 2D, they became obsolete long ago when areas ↵Juan Linietsky2017-06-2312-179/+90
| | | | | | | | | | | could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. Will port this to 3D once well tested. Have fun!
* Small fixes required to get platformer to work.Juan Linietsky2017-06-231-0/+1
| | | | Added back CanvasItemMaterial
* Order of 2D nodes in tree affects drawing properly again.Juan Linietsky2017-06-222-0/+20
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* 2D GPU Particles working..Juan Linietsky2017-06-216-1/+48
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* Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_masterThomas Herzog2017-06-192-5/+7
|\ | | | | Add double-sided flag to SpriteBase3D [master]
| * Add double-sided flag to SpriteBase3D (fixes #8007)Andrea Faulds2017-05-022-5/+7
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* | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky2017-06-186-6/+11
| | | | | | | | scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
* | Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-177-30/+51
| | | | | | | | support in Sprite so far.
* | -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵Juan Linietsky2017-06-172-3/+5
| | | | | | | | | | | | | | | | make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353
* | Fix transparent background rendering, closes #8703Juan Linietsky2017-06-173-5/+5
| | | | | | | | Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
* | Merge pull request #9230 from supagu/normals-fixRémi Verschelde2017-06-171-4/+5
|\ \ | | | | | | Fixed decompression of normals
| * | Fixed decompression of vertex colorsFabian Mathews2017-06-171-1/+1
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| * | Fixed decompression of normalsFabian Mathews2017-06-171-3/+4
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* | | Particles properly update the shadow maps, closes #8815Juan Linietsky2017-06-172-0/+33
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* | | -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-165-0/+8
| | | | | | | | | | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* | | Merge pull request #9208 from Calinou/tweak-default-fovRémi Verschelde2017-06-161-1/+1
|\ \ \ | | | | | | | | Increase the default perspective camera FOV
| * | | Increase the default perspective camera FOVHugo Locurcio2017-06-161-1/+1
| | | | | | | | | | | | | | | | | | | | This does not affect existing projects, but will affect newly-created editor settings and Camera nodes.
* | | | TIME constant reverted to a single float, fixes #9123Juan Linietsky2017-06-161-1/+1
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* | | | Fixes to SSR, WIP.Juan Linietsky2017-06-164-4/+4
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* | | Merge pull request #9109 from RandomShaper/optimize-2d-lightingJuan Linietsky2017-06-141-0/+2
|\ \ \ | | | | | | | | Add AT_LIGHT_PASS builtin to canvas shaders
| * | | Add AT_LIGHT_PASS builtin to canvas shadersPedro J. Estébanez2017-06-151-0/+2
| |/ / | | | | | | | | | | | | | | | This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. Depending on your game (number of items and lights), this can yield some performance gain.
* | | Merge pull request #9165 from Noshyaar/pr-areaRémi Verschelde2017-06-1417-128/+128
|\ \ \ | | | | | | | | Refactor layer_mask to collision_layer
| * | | Refactor layer_mask to collision_layerPoommetee Ketson2017-06-1417-128/+128
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