Commit graph

376 commits

Author SHA1 Message Date
Juan Linietsky c2a217c350 WIP particle system
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -03:00
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Juan Linietsky a62c99c4e4 Some fixes and clean ups 2016-12-31 10:53:29 -03:00
reduz f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
reduz 289bc881aa now it really works on window for real 2016-12-25 08:05:23 -03:00
reduz 0d4abf2aa3 fixed a horrible bug on Windows AMD, scenes saved until now in this branch
are no longer valid :(
2016-12-24 16:23:30 -03:00
Juan Linietsky 3adb42e217 Fixed many more bugs reported by Valgrind 2016-12-23 08:47:16 -03:00
Juan Linietsky 4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
Juan Linietsky f9603d8236 can bake for omni and spotlight
store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky 37f558cd7b Some BRDF fixes 2016-12-21 14:22:17 -03:00
reduz 72b844c349 Godot works on Windows again.. 2016-12-21 02:29:58 -03:00
Juan Linietsky 075fde7f26 work in progress global illumination 2016-12-20 00:21:07 -03:00
Juan Linietsky 22a90e8f2a DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
Juan Linietsky 18ebd22000 Multi stage glow with light bleeding from HDR 2016-12-08 09:48:38 -03:00
Juan Linietsky 8534ced22d Tonemapping and Auto Exposure support 2016-12-07 17:49:52 -03:00
Patrick Reh 4118b21e43 small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate 2016-12-04 16:51:58 +01:00
Juan Linietsky a299c3ebf1 Support for SSAO 2016-12-04 12:45:30 -03:00
Juan Linietsky 27a46d78ec Subsurface scattering material param is now working! 2016-12-02 22:23:16 -03:00
Juan Linietsky a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00
Juan Linietsky a732708b9d Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00
Juan Linietsky 7cf8d75cf8 WIP immediates and proper buffers swapping 2016-11-23 07:04:55 -03:00
Juan Linietsky 943d27f46d Instancing is working! (hooray) 2016-11-22 01:26:56 -03:00
Juan Linietsky 70d095d8f2 Skeletons are working now. 2016-11-21 19:03:39 -03:00
Juan Linietsky a2505542ff Huge amount of improvement in the material system. Materials should be
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky c39d2b3f42 working reflection probes!! 2016-11-19 13:23:37 -03:00
Juan Linietsky a7078a4be9 Done with lights and shadows (wonder if i'm missing something..) 2016-11-11 12:27:52 -03:00
Juan Linietsky cacf9ebb7f all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
Rémi Verschelde f34151ff0f style: Various other PEP8 fixes in Python files
Done with `autopep8 --select=E7`, fixes:

- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Juan Linietsky 6b2a27bbe5 shadow atlas allocation (work in progress) 2016-10-31 08:47:46 -03:00
Juan Linietsky d6567010bf -Many many fixes
-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky 53d8f2b1ec PBR more or less working, still working on bringing gizmos back 2016-10-27 11:50:26 -03:00
Rémi Verschelde f5818c8e63 Merge pull request #6812 from RandomShaper/get-visualserver-clear-color
Add/expose VisualServer::get_default_clear_color()
2016-10-22 12:52:40 +02:00
Juan Linietsky cb34b70df1 More scene work, can display a skybox 2016-10-21 07:27:13 -03:00
Juan Linietsky 4428115916 Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
Rémi Verschelde fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Pedro J. Estébanez 753ba67d65 Add/expose VisualServer::get_default_clear_color() 2016-10-13 11:24:55 +02:00
Juan Linietsky 1527cf8c0d 2D Shaders are working again using the new syntax, though all is buggy in general 2016-10-10 18:31:01 -03:00
Ignacio Etcheverry fea1fb0925 Merge pull request #6761 from neikeq/pr-missing-defval
Bindings: Fix missing default value
2016-10-09 23:58:58 +02:00
Ignacio Etcheverry 068b58b3ce Bindings: Fix missing default value 2016-10-09 23:51:08 +02:00
Rémi Verschelde 1c6058a5bc Merge pull request #6691 from Faless/expose_more_physics
Expose more 2D/3D physics options in project settings (#5029)
2016-10-09 14:08:50 +02:00
Rémi Verschelde 74917d7037 Merge pull request #6627 from seijihariki/fix_crash_collider_overlap
Fix for crash when finding intersection on colliders that overlap
2016-10-09 14:04:22 +02:00
Juan Linietsky 850eaf7ed7 -the new shader language seems to work
-shader editor plugin can edit shaders
-code completion in shader editor plugin
2016-10-07 11:31:18 -03:00
Ariel Manzur 1f9e16119f bind method canvas_item_set_sort_children_by_y 2016-10-05 03:48:54 -03:00
Juan Linietsky cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky a6e9dc6153 make editor update by tracking changes in visualserverraster 2016-10-03 23:46:24 -03:00
Juan Linietsky 22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Fabio Alessandrelli 1d09c27ba4 Expose more 2D/3D physics options in project settings 2016-10-03 14:40:47 +02:00
Victor Seiji Hariki e5edd50d62 Now ignoring remaining collision shapes. 2016-09-26 23:40:06 -03:00
Ignacio Etcheverry 1c50dfdf6c Merge pull request #6557 from anneomcl/master
Fix for #6158
2016-09-20 09:28:26 +02:00
anneomcl aa5ade834c Fix for #6158. Converting Vector2 to Size2 for scaling functions. 2016-09-19 23:31:45 -07:00
Rémi Verschelde 80861b7d59 Merge pull request #6414 from RandomShaper/improve-shader-shadow
Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Juan Linietsky fc61eb37ce Merge pull request #5920 from 29jm/fix-warnings
Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky c5b7385110 Merge pull request #6250 from Ovnuniarchos/CursorHotspot
Mouse hotspot is now honored.
2016-09-10 12:07:08 -03:00
Pedro J. Estébanez 0960887625 Expose light shadow color to canvas item shaders 2016-09-07 01:52:54 +02:00
Juan Linietsky 5fc084c28e -Fixed issue in Kinematicbody2D 2016-09-01 12:03:55 -03:00
Juan Linietsky fc70824f7c More improvements to visual script..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Rémi Verschelde ce7e2ae4f4 draw_line: Properly bind antialiased argument 2016-08-31 08:57:21 +02:00
Juan Linietsky fb4d6d1db0 More visual script improvements
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Ovnuniarchos 8fcd92c38a Mouse hotspot is not honored. 2016-08-23 07:57:04 +02:00
Johan Manuel 046f94d3ac Remove some unused variables 2016-08-13 13:21:35 +02:00
Johan Manuel a2b8ef6d51 Fix some warnings 2016-07-25 16:46:26 +02:00
Alex Piola ffdd9f16dd Fix for incorrect velocity report due to a typo.
Closes #5854
2016-07-24 12:53:07 +02:00
Rémi Verschelde 3725114a16 Merge pull request #5383 from Ovnuniarchos/OptimizeOneWay
Optimized one-way collision loops.
2016-07-18 16:37:50 +02:00
Juan Linietsky 0e6e0ed0e5 Merge pull request #5533 from Hinsbart/cursor_atex
Can use AtlasTextures as custom mouse cursor.
2016-07-10 12:41:57 -03:00
Rémi Verschelde f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +02:00
Andreas Haas 91add16300 Can use AtlasTextures as custom mouse cursor.
fixes #3957
2016-07-03 19:36:12 +02:00
Ovnuniarchos b09b449615 Optimized one way collision loops. 2016-06-24 08:43:23 +02:00
Juan Linietsky d6225b1e00 Improved binding system (ObjectTypeDB::bind_method) to be friendlier to statically typed languages, should help in the Mono integration.
Disabled by default.
2016-06-22 23:13:41 -03:00
Juan Linietsky 4b05181397 Fixed a stupid bug with segment-segment collision in SAT physics, closes #4801 , closes #4984 2016-06-18 18:32:10 -03:00
Juan Linietsky b4b80625d1 Change hash grid in 2D physics to contemplate large objects as separate cases, to avoid huge memory and performance penalty. Fixes #4662 2016-06-18 17:21:53 -03:00
Rémi Verschelde c3bf11d4d4 Drop fully commented-out files
Part of #5272
2016-06-18 20:23:49 +02:00
Rémi Verschelde 80727b6896 Drop empty .cpp files for header-only classes
Part of #5272
2016-06-18 20:00:08 +02:00
Rémi Verschelde b7dbf9207a Drop empty files that are not used anywhere
Part of #5272
2016-06-18 19:46:30 +02:00
Rémi Verschelde a7fc04626a Add missing license headers in our source files (#5255)
Also removes a couple wrong Godot headers from third-party source files.
2016-06-18 14:46:12 +02:00
Juan Linietsky 3b5f1afb5c Fixed fractional offset not being reset in ringbuffer resamples, closes #4764
Probably fixes other streamplayer issues too.
2016-06-17 20:38:10 -03:00
Juan Linietsky 64b4253dbf changed visual server free() to free_rid() like in the other servers. Fixes #4917 2016-06-13 22:12:56 -03:00
Ovnuniarchos 471ab4e6ff Documented many Physics2D* classes 2016-06-12 20:24:19 +02:00
Geequlim fdf914e53e Add texture region support for stylebox render 2016-06-05 00:45:53 +08:00
Juan Linietsky 8be2fabbe5 Changed import workflow
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
Carter Anderson 7df5249779 Remove noisy print 2016-05-23 22:56:32 -07:00
Juan Linietsky d3495b128a -Improve resource previews
-Also fixed draw_texture_rect() tile parameter
2016-05-23 17:11:49 -03:00
Juan Linietsky eacb8f04c4 Merge remote-tracking branch 'origin/master' 2016-05-21 22:34:55 -03:00
Juan Linietsky a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
Hubert Jarosz 33403d91f7
remove trailing whitespace 2016-05-21 15:29:25 +02:00
Rémi Verschelde 99e31e1005 Merge pull request #4547 from neikeq/pr-wrong-debug-methods
Fix wrong return and argument types in documentation
2016-05-05 09:27:14 +02:00
Juan Linietsky 89d87294db ability to shrink all images x2 on load
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
Ignacio Etcheverry 1e752c0120 Fix wrong return and argument types in documentation 2016-05-04 15:35:09 +02:00
Josh Grams a7b4127481 RigidBody2D (add_force, set_inertia): new methods. 2016-04-26 08:15:15 -04:00
Josh Grams ffaced87a6 RigidBody2D: rename apply_impulse(pos) to offset. 2016-04-24 04:36:51 -04:00
Josh Grams f7d31cec38 RigidBody2D: add and bind get_inertia() method.
You can't set this value very well, since it's automatically computed
from the mass and the collision shapes. But since the values are higher
than many people might suspect, so being able to read it helps estimate
the amount of torque you might need to apply.
2016-04-20 20:49:37 -04:00
Rémi Verschelde e07266f6c1 Merge pull request #4273 from bojidar-bg/add-layers-and-masks-to-3d
Port collision and layer masks to 3D
2016-04-12 13:17:26 +02:00
Marc Gilleron d239e6bc0e Fixed #4163 (intersect_shape crashes on results limit) 2016-04-12 02:18:41 +02:00
Bojidar Marinov f7c3d6329c Port collision and layer masks to 3D, fixes #1759
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
2016-04-09 22:11:12 +03:00
Rémi Verschelde aec4f57f95 Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
Ability to colourize baked lighting in real time.
2016-03-15 10:22:09 +01:00
Saracen 24bc7d8db7 Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance. 2016-03-12 16:51:17 +00:00
Rémi Verschelde aaad24e6fb Merge pull request #3865 from Marqin/coverity
[Coverity] fixed 11 of 537 potential bugs found by Coverity
2016-03-10 16:15:49 +01:00
Rémi Verschelde b5f873c9d1 Merge pull request #3999 from neikeq/issues_3650_3990
Fix crash when resizing ConcavePolygonShape2D segments
2016-03-10 06:29:20 +01:00
Ignacio Etcheverry 3fc16d4025 Fix crash when resizing ConcavePolygonShape2D segments 2016-03-09 19:52:15 +01:00
Hubert Jarosz 7b07bcaf44
fix six possible "divide by zero" 2016-03-09 00:18:23 +01:00