Commit graph

69 commits

Author SHA1 Message Date
Rémi Verschelde
034cd62a77 Warn when using GPU particles with GLES2
Closes #25733.
2019-02-09 20:49:58 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
JFonS
cbfb7bd613 Make 2D particles work OOTB (again) 2018-11-13 23:25:05 +01:00
JFonS
85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00
Rémi Verschelde
5fe01d4cfc Move ParticlesMaterial code to its own resource file
It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense
to have as a common resource. It also allowed to disable compilation of
Particles (3D) when using 'disable_3d'.

Also cleaned up includes in SpatialEditorGizmos and some other places,
as well as dropped dead code in material_editor_plugin.cpp.
2018-09-04 11:32:56 +02:00
Rémi Verschelde
67b0d3c2dc Particles: Allow speed_scale at 0 in property hint, equivalent to pause
Supersedes and closes #21193.
2018-08-24 18:11:35 +02:00
Natrim
6ad0f4ebe8 Particles2D: fix editing Visibility Rect from inspector
+ renamed generate_aabb to generate_visibility_rect to prevent future confusions
2018-08-17 12:25:48 +02:00
Juan Linietsky
dfd1331690 Allow editing of some unbound properties when hinted (or no range hinted) 2018-05-16 09:13:41 -03:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
MrCdK
1f609b7a82 Set particles emitting to false when particles finish emitting with one-shot enabled 2017-12-23 05:23:41 +01:00
Andreas Haas
4c222c2835
Particles2D: Fix normal map rid.
Looks like a Copy & Paste error, fixes #14334.
2017-12-06 22:44:12 +01:00
Ferenc Arn
d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Juan Linietsky
2cc8309249 Merge pull request #10351 from neikeq/enums-are-for-the-weak
ClassDB: Provide the enum name of integer constants
2017-08-21 19:56:08 -03:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
Juan Linietsky
541fdffc0a Merge pull request #10319 from neikeq/pr-engine-editor-hint
Adds Engine::is_editor_hint() method
2017-08-20 12:55:46 -03:00
Ignacio Etcheverry
90b8a5b71e Removes editor_hint from SceneTree 2017-08-19 01:29:45 +02:00
Zher Huei Lee
a625d7edfc Disabling Particles::one_shot restarts emission
Fixes #10181
2017-08-12 18:37:01 +08:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Juan Linietsky
bb47bca1f6 Ability to pause particles, closes #3675 2017-08-07 19:02:25 -03:00
L. Krause
4d26b14576 Initialize Particles2D draw order property 2017-08-05 12:46:49 +02:00
Juan Linietsky
d41978eb63 Usability improvements for folding. Unfortunately SpatialMaterial broke compatibility. 2017-06-25 18:57:28 -03:00
Juan Linietsky
83ae9a5e28 Ability to restart particle system with a function call 2017-06-25 08:01:50 -03:00
Juan Linietsky
fb72edf45e Properly exposed material types everywhere. 2017-06-22 09:33:20 -03:00
Rémi Verschelde
e3b34810e3 Fix tools=no build
This house is falling apart when I'm not around...
2017-06-22 12:12:30 +02:00
Juan Linietsky
95560e02c5 2D GPU Particles working.. 2017-06-21 16:26:26 -03:00
Karroffel
23c5fa8687 renamed occurances of ColorRamp with Gradient
ColorRamp got renamed to Gradient recently, reduz missed some occurances though.
2017-06-14 01:24:04 +02:00
alexholly
a3c90b0293 renamed all Rect2.pos to Rect2.position 2017-06-04 02:09:17 +02:00
Juan Linietsky
bb20f230ad -Added .hdr format support
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
Rémi Verschelde
769bec26a7 Merge pull request #8321 from RandomShaper/zero-preprocess-particles2d
Allow zero preprocess time for Particles2D
2017-04-09 17:44:40 +02:00
Andreas Haas
6075dfe511
Particles2D: Fix flip property (again).
should have flipped the dst_rect..
2017-04-09 01:42:39 +02:00
Pedro J. Estébanez
d0ef1acea4 Allow zero preprocess time for Particles2D 2017-04-08 20:04:06 +02:00
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Thaer Razeq
f50488a361 Various fixes detected using PVS-Studio static analyzer.
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
2017-02-28 07:52:02 -06:00
Ferenc Arn
67ef529113 Use the common PRNG in 2D particles code.
Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
2017-02-27 15:36:17 -06:00
Rémi Verschelde
5f31b3ce58 Merge pull request #7897 from RandomShaper/particles2d-process-mode
Add process mode option to Particles2D
2017-02-27 14:03:44 +01:00
Pedro J. Estébanez
5d094602b8 Add process mode option to Particles2D 2017-02-27 10:47:28 +01:00
Bojidar Marinov
0d6485d919
Add emission_finished signal to Particles2D
(Also remove some Particles2D::testee method, which was unused)
Resolves #3963
2017-02-25 16:06:00 +02:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Hein-Pieter van Braam
0f687f0ccb Remove use of _SCS from ADD_METHOD
This saves typing and is a step towards fixing #56
2017-02-13 10:37:47 +01:00
Andreas Haas
6a2dccaf77
Particles2D: implement texture flip parameters. 2017-02-10 00:50:21 +01:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Juan Linietsky
83cb84753f Renamed most signals so they refer to:
-An action being requested to the user in present tense: (ie, draw, gui_input, etc)
-A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc).
2017-01-12 00:51:08 -03:00
Juan Linietsky
bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
b085c40edf -Conversion of most properties to a simpler syntax, easier to use by script
-Modified help to display properties

GDScript can still not make use of them, though.
2017-01-04 01:16:14 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -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