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* | -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-033-833/+1179
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* -added a check for setget while running the game , closes #1009Juan Linietsky2015-01-032-1/+8
| | | | -fixed issues in tilemap editor (swap arrows not showing/hiding properly)
* -fixed key insert from editor window (#976)Juan Linietsky2015-01-021-1/+1
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* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-01-026-48/+61
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| * Merge pull request #1068 from jaromirhribal/masterJuan Linietsky2015-01-022-4/+27
| |\ | | | | | | Blender/Maya zoom style.
| | * added blender/maya like zoom stylejaromirhribal2014-12-282-4/+27
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| * | Replace TileMapEditor floating tile palette with HSplitContainer.Carl Olsson2014-12-294-44/+34
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* / -fixed NODE_OUT error in animtreeplayer #1078Juan Linietsky2015-01-021-0/+1
|/ | | | -fixed randon button when editing menubutton #1079
* change shortcut for toggle-comment to Ctrl+KDana Olson2014-12-171-1/+1
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* -added brace matching to go with the new code completionJuan Linietsky2014-12-172-0/+2
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* New Code CompletionJuan Linietsky2014-12-163-12/+40
| | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
* 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