Commit graph

176 commits

Author SHA1 Message Date
Juan Linietsky d3cbabba3d missing file for bbcode demo 2015-04-26 09:48:17 -03:00
jack ffbe3eeff9 Set name on window management demo's engine.cfg 2015-04-25 22:22:04 -04:00
jack d066c06e36 Set name on rich text bbcode demo's engine.cfg 2015-04-25 22:21:09 -04:00
jack f62e09150e Set name on truck-town demo's engine.cfg 2015-04-25 22:20:06 -04:00
jack 891db1e112 Set name on isometric-light demo's engine.cfg 2015-04-25 22:18:57 -04:00
Juan Linietsky 52e2f4606f -Objects with BlendMode!=MIX do not get affected by CanvasModulate, fixes #1724 2015-04-24 23:46:42 -03:00
Juan Linietsky 93ce7d92c1 -Many fixes and demo for RichTexLabel
-Proper ability to edit BBCode in RTL.
2015-04-21 16:01:58 -03:00
Juan Linietsky 28c4afeb57 -Rewritten KinematicBody2D::move to MUCH more efficient code.
-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649
-Removed object type masking for KinematicBody2D
-Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
2015-04-19 20:50:55 -03:00
Juan Linietsky 2592f0da9f Merge branch 'master' of https://github.com/okamstudio/godot 2015-04-18 14:17:27 -03:00
Juan Linietsky be46be7801 -renamed function to get object from instance id
-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
Juan Linietsky b56badf77b -Added android immersive mode, fixes #303 2015-04-17 16:18:46 -03:00
Juan Linietsky ed5b939077 scene switcher demo changed to reflect tutorial, fixes #1673 2015-04-12 20:57:26 -03:00
Juan Linietsky f9906eeac8 -Fixed screen capture for viewports, added a screen capture demo, fixes #1529 2015-04-12 18:58:05 -03:00
Juan Linietsky ab6eaa3de4 renamed scrts to scripts, fixes #1525 2015-04-12 15:40:08 -03:00
Juan Linietsky 5d99e15e43 fix shadow issue with lights in mix mode, i think fixes #1611 2015-04-03 14:36:10 -03:00
Juan Linietsky 9fa1698c74 Changes to Light
-=-=-=-=-=-=-=-=

-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky 3920c497b3 Option in Android export to use 32 bits buffer. 2015-03-31 19:02:40 -03:00
Juan Linietsky ad634876b5 fixes for light2d in androids that do not support
read depth
2015-03-31 14:59:28 -03:00
Juan Linietsky cbad0440ab 2D normal mapping and lighting simple demos 2015-03-24 16:17:49 -03:00
hurikhan 001a16064f adjust the window_management demo to the new function names 2015-03-23 00:09:12 -04:00
Juan Linietsky 23e13ce3c2 fixes to new window management API
-needs testing on Linux
-needs testing on Windows
-NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
2015-03-22 19:00:50 -03:00
Juan Linietsky 15bee515e6 Merge pull request #1487 from hurikhan/x11-window-management
X11 window management
2015-03-22 15:10:50 -03:00
Juan Linietsky eefcf93e55 Merge pull request #1331 from fry-/master
Add 2D fog of war demo
2015-03-22 15:08:21 -03:00
Juan Linietsky ca30c87019 Merge pull request #1438 from Spooner/fix_isometric_demo
Fix isometric demo
2015-03-22 14:59:58 -03:00
Juan Linietsky 8c91dadff7 minor comments 2015-03-22 13:01:34 -03:00
Juan Linietsky 1e4841dc52 drag & drop demo (GUI) 2015-03-22 12:52:47 -03:00
Juan Linietsky 78694d8542 gui in 3D demo now uses area for input 2015-03-22 11:52:07 -03:00
Juan Linietsky dac2017dee fixes/cleans up
-input now correctly works when using viewport scaling
-added function to get areas/bodies in given point
-added function to get space state directly from world
2015-03-22 09:40:26 -03:00
Juan Linietsky c6c72a3c37 input events on Area2D is now supported
also added a demo showing how this works
2015-03-22 01:46:18 -03:00
Juan Linietsky 40496dd76a signed distance field fonts demo 2015-03-21 10:15:30 -03:00
Juan Linietsky 53e1694e1e New option to send canvas to render buffer
allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
Juan Linietsky 650e13f3cd back buffer copy node, to improve on texscreen()
back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Juan Linietsky 9f88a40e9f simple shader effects library for 2D
ready to use in any project
2015-03-11 01:44:52 -03:00
Juan Linietsky a6f96f46b7 small optimizations to isometric light demo
should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00
Juan Linietsky 91744e9ed3 New Demo, Screen Space Shaders
-Fixes to screen space shaders.
-Fixes to isometric light demo.
2015-03-10 00:53:50 -03:00
Juan Linietsky 09489e3a78 lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
hurikhan f7621810a2 removed up, down, left, right keys from the demo.
were used before for fast multiscreen setup testing.
2015-03-08 09:26:58 -05:00
hurikhan 5241626dee fixing a typo in the demo 2015-03-08 03:32:13 -05:00
hurikhan ba74e45027 added Label_MouseGrab_KeyInfo 2015-03-08 01:27:36 -06:00
hurikhan 87be945d49 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-03-08 15:10:48 +08:00
Juan Linietsky a1f715a4da support for 2D shadow casters
Added support for 2D shadow casters.

*DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a
CanvasItem and pull this, you will lose them. Shaders now work through a
2D material system similar to 3D. If you don't want to lose the 2D
shader code, save the shader as a .shd, then create a material in
CanvasItem and re-assign the shader.
2015-03-02 00:54:43 -03:00
Bil Bas (Spooner) e7024259e1 Fixed columns to have integer positions, so that they don't "jiggle" when moving the camera. 2015-02-25 17:24:32 +00:00
Juan Linietsky 5ef3f7392f support for light and normal mapping in 2D 2015-02-18 19:40:02 -03:00
hurikhan ee81d4b359 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-02-15 17:49:34 +08:00
Juan Linietsky 2185c018f6 begin new serialization framework
also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Juan Linietsky 7ebb224ec1 Merge pull request #1362 from not-surt/tile_map_body_mode
Added body mode property for TileMap as kinematic body
2015-02-14 19:25:35 -03:00
Juan Linietsky c5f509f238 New Navigation & Pathfinding support for 2D
-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
2015-02-14 12:10:15 -03:00
Carl Olsson 8bb1e19d73 Replace body_mode property with use_kinematic flag.
Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-14 06:43:50 +10:00
Carl Olsson 9d182e93a3 Added body mode property to TileMap to select between static and kinematic physics bodies. Kinematic allow use of TileMaps for moving platforms for example.
Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too.
And in order to fix the tileset I need to activate snapping for collision polygon vertices.
2015-02-13 20:49:21 +10:00
hurikhan a13e180052 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-02-12 15:58:29 +01:00
hurikhan df7d26ff5b cleanup + MouseGrab 2015-02-12 15:58:00 +01:00
Bil Bas (Spooner) 58d7678947 Merge branch 'master' of https://github.com/okamstudio/godot into add_sprintf
Conflicts:
	.gitignore
2015-02-10 00:42:28 +00:00
fry- c21227a636 added preview picture 2015-02-02 23:29:19 +01:00
fry- 2db55ef6fc added a demo for 2D fog of war 2015-02-02 23:08:57 +01:00
hurikhan 03c453ac7d * Cleanup for PR
* Demo shows a Dialog with not implemented methods at startup
2015-01-22 05:35:39 +09:00
hurikhan 2204914abf * observer scene for the demo 2015-01-22 01:54:17 +09:00
hurikhan 94d94a0855 * fix compilation without scons experimental_wm_api=yes
* Extended the demo with an addional MouseGrab Test
2015-01-22 01:14:50 +09:00
Dana Olson eac0de398f ignore and remove .fscache files. closes #1249 2015-01-17 14:19:57 -05:00
hurikhan dfb5a1d5e1 * multi_screen testing + bugfixes
* ALT-TAB is working
* tested on Ubuntu 14.10 Unity + LXDE
* minor cleanup
2015-01-18 00:28:04 +09:00
hurikhan dee27ce991 Merge remote-tracking branch 'upstream/master' into x11-window-management 2015-01-17 22:19:57 +09:00
Juan Linietsky 8075512bc5 Merge pull request #1206 from ScyDev/feature/polygonpathfinder_demo
- how to use PolygonPathFinder from GD Script
2015-01-17 09:44:49 -03:00
hurikhan f1dc00e380 * cleanup window state handling
* first attemps in handling ALT+TABa (WIP)
2015-01-17 19:43:12 +09:00
hurikhan 716971655e added the following methods:
* set_minimized(bool)
 * bool is_minimized()
 * set_maximized(bool)
 * bool is_maximized()
2015-01-17 00:18:45 +09:00
hurikhan d42fa511a5 rearrange the demo 2015-01-16 13:49:46 +09:00
hurikhan d269344bbd WIP -- set_resizable() + is_resizable added 2015-01-15 22:50:23 +09:00
hurikhan 07b8d9136a demo window set to resizeable (need a bugfix her) 2015-01-14 15:44:47 +08:00
hurikhan 8a30feebbe Merge remote-tracking branch 'upstream/master' into x11-window-management
Conflicts:
	platform/x11/detect.py
2015-01-14 13:31:16 +08:00
hurikhan 2203ba5fe3 don't start demo in fullscreen mode 2015-01-14 13:27:03 +08:00
hurikhan 790d8ecbb9 get_screen() + set_screen() added 2015-01-14 12:02:59 +08:00
Juan Linietsky 9012cd408e -Add support for one-way collision in 2D (only works for kinematic body so far)
-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13 21:19:11 -03:00
Lukas Sägesser aa242beb73 - how to use PolygonPathFinder from GD Script 2015-01-13 14:17:51 +01:00
hurikhan f55c0e9285 Using Xinerama extension for getting screen info 2015-01-13 21:01:24 +08:00
hurikhan ce7c7a862e get_screen_position() added 2015-01-13 17:25:50 +08:00
hurikhan 107d2a373a Demo misc/window_management added 2015-01-11 20:30:57 +08:00
Juan Linietsky fbdd925d9b -Work in progress visual shader editor *DOES NOT WORK YET* 2015-01-03 16:52:37 -03:00
sanikoyes 64f77aa8f3 1.Change interpolate_callback:p_times_in_sec argument before p_callback argument(more readable)
2.NodePath replace to instance_ID(can control object doe's not in scene tree)
3.Change interpolate types from Node to Object, can control more types(etc script class object)
4.Add pending_update counter, avoid insert/remove interpolates-list while traversal it
2014-12-19 17:13:20 +08:00
yg2f ef02ef2867 fix demo 3d mousepick test
add the missing camera parameter to the _input_event()
2014-12-16 15:17:29 +01:00
Juan Linietsky 6851f9bfae Small Fixes
-=-=-=-=-=-

-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
2014-12-08 15:47:45 -03:00
marynate 45c9e169d9 Add missing icon.png to tween demo 2014-12-08 13:21:05 +08:00
Juan Linietsky c79be979d4 Batch of Bugfixes
-=-=-=-=-=-=-=-=-

-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!
2014-12-07 02:04:20 -03:00
Juan Linietsky e709468bb1 missing navmesh demo and small fixes 2014-11-19 11:33:15 -03:00
Juan Linietsky abbea4d945 UDP Fixes
-=-=-=-=-

Curse the day I decided to port UDP code, as it ended up
being two nights of work.  At least It's done now (I hope).

-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky 6dd8768811 3D Import Import & UDP
-=-=-=-=-=-=-=-=-=-=-

-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
2014-11-12 11:23:23 -03:00
Juan Linietsky 0dbedd18fc SceneMainLoop -> SceneTree
-=-=-=-=-=-=-=-=-=-=-=-=-=-

*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
2014-11-05 21:20:42 -03:00
Mavhod cdeb610a13 Update cubio.gd
a little wrong only.
2014-11-05 04:21:03 +07:00
Juan Linietsky e82dc40205 -Much improvement to baked light baker
-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
2014-10-27 22:54:32 -03:00
Juan Linietsky 371eac9bef -added custom metadata to physics shapes (2D only for now)
-gizmos are not displayed in camera preview
2014-10-16 00:06:34 -03:00
Juan Linietsky 1b3a10891e missing demo files 2014-10-03 00:25:53 -03:00
Juan Linietsky b24fe3dd20 Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-

-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)
2014-10-03 00:10:51 -03:00
Juan Linietsky 11a5ed508b Fixed too many little issues, check the issues closed today. 2014-09-21 01:43:42 -03:00
Juan Linietsky 549d344f0f Fixing Issues...
- #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)
2014-09-19 18:39:50 -03:00
Juan Linietsky e0ce701c8c More Bugfix...
-=-=-=-=-=-==

-Fix bug in camera follow script
-Fix negate operator not working in shader language
-Fix uninitialized pointer in raycast query API
2014-09-17 23:23:42 -03:00
Juan Linietsky 990f6cf50e More Bug Fixes
-=-=-=-=-=-=-

-Fixed a few bugs in Mixer, now playback of chiptunes works great :)
-Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame.
-Fixed camera in 3D kinematic character demo.
2014-09-17 20:03:10 -03:00
Juan Linietsky 574a84b40c Merge pull request #628 from sanikoyes/PR-tween-support
thanks sanikoyes this is great!
2014-09-17 10:00:24 -03:00
Juan Linietsky 37af389717 Merge pull request #680 from Qwertie-/Quick-fix
Fixed typo and standardised spacing
2014-09-17 09:50:03 -03:00
Juan Linietsky f00f4b9296 CollisionPolygon (3D)
Workaround for round() on PC.
2014-09-16 21:19:54 -03:00
Juan Linietsky 8cab401d08 3D Physics Rework, Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=-

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.
2014-09-15 11:33:30 -03:00
Luke Picciau 5b6773f6bc Fixed comments in kinematic_char demo 2014-09-06 14:12:59 +09:30
Luke Picciau d21f72adf2 Fixed typo and standardised spacing 2014-09-05 19:45:26 +09:30
Juan Linietsky 1a2cb755e2 3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-=

-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!
2014-09-02 23:13:40 -03:00