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* apply patch #882 from dcubixDana Olson2014-12-072-28/+98
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* Batch of BugfixesJuan Linietsky2014-12-073-2/+14
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -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!
* Editor goodies updateDiego Lopes2014-11-122-6/+173
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* SceneMainLoop -> SceneTreeJuan Linietsky2014-11-0520-226/+226
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- *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
* Bug FixesJuan Linietsky2014-11-024-19/+86
| | | | | | | | | | | | | | | | -=-=-=-=- -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 Linietsky2014-10-276-184/+577
| | | | | | | -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 Linietsky2014-10-162-5/+13
| | | | -gizmos are not displayed in camera preview
* ColladaJuan Linietsky2014-10-141-1/+1
| | | | | | | | | | | | -=-=-=- -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 Linietsky2014-10-125-50/+508
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -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 Linietsky2014-10-093-0/+78
| | | | | | | | -=-=-=-=- -Added more missing icons to nodes. -Added more 3D split view modes -Fixed annoying script editor bug with keyboard focus
* Build System ChangesJuan Linietsky2014-10-072-35/+172
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
* Huge Amount of BugFixJuan Linietsky2014-10-035-42/+148
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -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)
* -variables with export in script are now IMMEDIATELY AND ALWAYS visible in ↵Juan Linietsky2014-09-221-1/+4
| | | | | | | | | | | properties (#718) -WorldEnvironment cleanup issues fixed (#563) -Text Editor improvement to shift-mouse selection (#648) -(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652) -Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense -Added add_collision_exception() API in PhysicsBody (more accessible) -ability to select and copy in the output messages panel
* Fixing Issues...Juan Linietsky2014-09-192-1/+44
| | | | | | | - #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows) - #676 (draw both tiles and octants in order from top to bottom, left to right ) - #686 (unicode escape sequences work now) - #702 (was not a bug, but a test was added to see if bodies went too far away)
* fix skeleton AABB computation, addeded shadeless view modeJuan Linietsky2014-09-182-0/+14
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* Merge pull request #580 from marynate/PR-fix-particles-editor-menuJuan Linietsky2014-09-172-12/+11
|\ | | | | Particles editor menu not display in proper position
| * Particles editor menu not display in proper positionmarynate2014-07-102-12/+11
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* | Merge pull request #593 from marynate/PR-gizmo-opacityJuan Linietsky2014-09-171-2/+5
|\ \ | | | | | | Add editor setting: Manipulator Gizmo Opacity
| * | Add editor setting: Manipulator Gizmo Opacitymarynate2014-07-151-2/+5
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* | Merge pull request #639 from adolson/disable-auto-switch-resource-tabJuan Linietsky2014-09-171-1/+0
|\ \ | | | | | | Usability: don't switch to resource tab when switching to script tab
| * | don't switch to resource tab when switching to script tabDana Olson2014-08-221-1/+0
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* | | CollisionPolygon (3D)Juan Linietsky2014-09-165-64/+787
| | | | | | | | | | | | Workaround for round() on PC.
* | | Camera FixesJuan Linietsky2014-09-151-1/+38
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-= -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
* | | 3D Physics and Other StuffJuan Linietsky2014-09-021-1/+1
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* | Little BitsJuan Linietsky2014-08-145-9/+580
| | | | | | | | | | | | | | | | -=-=-=-=-=- -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
* | Merge pull request #595 from marynate/PR-fix-view-gridreduz2014-08-141-2/+8
|\ \ | | | | | | Fixed #470 View grid toggle in 3d not working
| * | Make sure View Grid state saved with scene statemarynate2014-07-151-2/+1
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| * | Fixed #470 View grid toggle in 3d not workingmarynate2014-07-151-0/+7
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* / Small Issues & MaintenanceJuan Linietsky2014-08-011-2/+2
|/ | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
* Polygon2DJuan Linietsky2014-07-075-8/+1031
| | | | | | | | | -=-=-=-=- 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
* 2D Animation ImprovementsJuan Linietsky2014-07-066-170/+845
| | | | | | | | | -=-=-=-=-=-=-=-=-=--=-=-= -Ability to set 2D nodes as bones -Abity to set 2D nodes as IK chains -2D IK Solver -Improvements in the UI for adding keyframes (separate loc,rot,scale buttons)
* Misc FixesJuan Linietsky2014-06-272-3/+15
| | | | | | | | | | | | ========== -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/+8
| | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- -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)
* Merge pull request #510 from marynate/PR-align-with-viewreduz2014-06-172-3/+38
|\ | | | | Align selected node with current view (3d editor)
| * Add align with view in 3d editor viewport (useful for aligning camera withmarynate2014-06-132-3/+38
| | | | | | | | current view)
* | More 3D WorkJuan Linietsky2014-06-162-7/+9
|/ | | | | | | | -=-=-=-=-=- -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 Linietsky2014-06-114-968/+2223
| | | | | | -=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
* Making Godot Easier to Use..Juan Linietsky2014-05-245-32/+210
| | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= -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.
* Merge pull request #436 from marynate/PR-2d-uniform-scalereduz2014-05-201-2/+20
|\ | | | | Add 2d unifrom scale
| * Add 2d unifrom scalemarynate2014-05-211-2/+20
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* | Add pan mode in 2d editormarynate2014-05-212-3/+15
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* A bit of everything:Juan Linietsky2014-05-144-67/+1138
| | | | | | | | | | | | | -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.
* Change key move behavior of canvas item editor to ignore zoom level; Addmarynate2014-05-102-16/+41
| | | | | alt + arrow key as local base move mode; Control + arrow key as local + rotation move mode
* Add lock and group icon to scene tree editormarynate2014-05-081-6/+6
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* Press F key in 2d editor to center view to selected nodemarynate2014-05-062-2/+58
| | | | | | Press Ctrl+F to frame selected nodes in 2d editor Change Frame Selection hotkey in 2d editor from Ctrl to CMD for Mac compatability
* Implement Shift+F1 as contextual help hotkey for script editor; There'smarynate2014-05-062-10/+10
| | | | | one bug that when jump to help tab first time, the scroll position is wrong.
* Start working on script editor helpmarynate2014-05-062-0/+13
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* Lots of 3D improvements:Juan Linietsky2014-05-042-65/+233
| | | | | | | | | | | | | -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.
* use Snap / Snap (Pixels) now save to scene fileDana Olson2014-04-231-3/+12
| | | | | Previously, only Use Pixel Snap would save to the scene. Tested and working for me, on Linux.
* heckJuan Linietsky2014-04-195-26/+104
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