aboutsummaryrefslogtreecommitdiff
path: root/tools/editor/spatial_editor_gizmos.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Fix EditorSpatialGizmo virtual functions not being calledFranklin Sobrinho2016-07-091-3/+2
| | | | * Bind EditorSpatialGizmo::clear method
* Removed unused variables (second pass) + dead codeRémi Verschelde2016-07-071-78/+0
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Merge pull request #4101 from SaracenOne/listenerJuan Linietsky2016-06-061-0/+59
|\ | | | | Added New Listener Spatial Node.
| * Added listener spatial node.Saracen2016-03-201-0/+59
| |
* | i18n: Second pass at proofreadingRémi Verschelde2016-05-211-8/+8
| | | | | | | | | | Mostly removing commented out strings, plus a few critical ones that should not be translated.
* | Modified editor strings to be translatable in the futureJuan Linietsky2016-05-031-18/+18
|/
* fix possible crash in tools/editor/spatial_editor_gizmos.cppHubert Jarosz2016-03-091-2/+2
| | | | spatial_node and base where uninitialized, which could lead to crash
* Added extra controls to GeometryInstances to control how they should cast ↵Saracen2016-03-071-1/+1
| | | | | | | shadows: double-sided and shadows only. Conflicts: servers/visual/visual_server_raster.h
* Completed the support for plugins! It is not possible to add plugins.Juan Linietsky2016-02-271-17/+46
| | | | | | Not all APIs are provided yet, please request whathever you are missing. Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings. Have fun!
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
|
* Fix crash caused by a empty NavigationMeshFranklin Sobrinho2015-12-121-1/+3
|
* -remove Vector2.atan2() replaced by Vector2.angle(), fixes #2260Juan Linietsky2015-11-191-1/+1
|
* newline fixesreduz2015-10-081-3191/+3191
|
* optional formal changesehriche2015-05-061-1/+2
|
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
|
* 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)
* Little BitsJuan Linietsky2014-10-121-4/+127
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -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
* Build System ChangesJuan Linietsky2014-10-071-74/+1
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= 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.
* CollisionPolygon (3D)Juan Linietsky2014-09-161-0/+39
| | | | Workaround for round() on PC.
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-0/+540
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* 3D Physics and Other StuffJuan Linietsky2014-09-021-0/+69
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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!
* Small Issues & MaintenanceJuan Linietsky2014-08-011-0/+122
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -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
* Misc FixesJuan Linietsky2014-06-271-6/+6
| | | | | | | | | | | | ========== -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
* Lots of 3D improvements:Juan Linietsky2014-05-041-75/+109
| | | | | | | | | | | | | -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.
* Make secondary handle 50% transparent in Path editor to distinguish frommarynate2014-04-031-29/+35
| | | | main handle; Add close curve icon in Path editor UI; Fixed mixed EOL
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+2330