Commit graph

223 commits

Author SHA1 Message Date
Andreas Haas
d02a819fd0 window management demo: show screen dpi 2016-05-30 00:46:20 +02:00
Andreas Haas
86b46c0b7e Joystick demo script cleanup
Removes a leftover variable and uses constants instead of magic numbers.
2016-05-10 20:32:12 +02:00
Rémi Verschelde
4eab767a6f Rotation APIs: Better exposure for degrees methods
Made public the various set/getters for rotations in degrees.
For consistency, renamed the exposed method names to remove the leading
underscore, and kept the old names with a deprecation warning.

Fixes #4511.
2016-05-06 23:38:08 +02:00
Rémi Verschelde
fa3240a8e9 Specify the demos license
It was already under the MIT as the rest of the engine,
but some users seemed not convinced about it.
2016-04-29 10:59:40 +02:00
Rémi Verschelde
2f12c2dd90 Merge pull request #4169 from slapin/ik
InverseKinematics node, basic features
2016-04-06 18:32:38 +02:00
Rémi Verschelde
23cf6a85bd Port 2D demos to TSCN/TRES formats
Part of #4196.
2016-04-02 14:39:08 +02:00
Rémi Verschelde
4eb49cc732 Fix last two bindings in input_mapping demo
Also connect the signal from script, as it makes it easier to understand
than by having to check the connected signals via the GUI.
2016-04-01 08:39:18 +02:00
Sergey Lapin
8d7a94389a InverseKinematics node, basic features
I don't already know how the fuck it works, but it is.
A bit slow currently, but hope to improve it soon.

The current limitations:

1. No constraints. At all.
2. Used simplest CCD algorithm, I just can't believe
in jacobian construction from code.
3. Slow to get to target.
2016-03-31 12:43:00 +03:00
Juan Linietsky
6fc1c3a4d1 Completed the support for plugins! It is not possible to add plugins.
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!
2016-02-27 23:12:27 -03:00
Rémi Verschelde
a97c1ca8f9 screen_shaders: convert demo images to JPG 2016-02-27 20:54:21 +01:00
Rémi Verschelde
2fd177b2a5 normalmap demo: convert images to JPG
To make the demos lighter
2016-02-27 20:54:21 +01:00
Rémi Verschelde
0f087755cc Remove Noto Sans font from translation demo (heavy!) 2016-02-27 20:54:21 +01:00
Rémi Verschelde
5499755292 Drop polygon path finder demo
It is obsoleted by the easier NavigationPolygon API and the feature will likely be dropped in the future (see #3740)
2016-02-17 21:14:59 +01:00
George Marques
70fd260057 Fix wall_deco tile position in Platformer demo
Correct the offset introduced by the fix #3204
[ci skip]
2016-01-30 13:02:31 -02:00
hondres
31d441f409 update joystick demo with joy_connection_changed handling 2016-01-26 14:33:12 +01:00
Juan Linietsky
0c9a2244d7 make animation work again in P3d demo, fixes #3151 2016-01-10 17:59:24 -03:00
hondres
63ad92f4c2 visual representation for joystick demo 2016-01-06 01:01:50 +01:00
Juan Linietsky
f8d08baec0 restored this config 2016-01-04 00:02:30 -03:00
Juan Linietsky
0e71d49ef4 -Fix crash at exit due to unnecesary check in command queue, fixes #2034
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-04 00:00:33 -03:00
eska
e7581a97e7 Update Autoload demo 2015-12-09 23:21:37 +01:00
Rémi Verschelde
52d515b611 Use get_current_scene() instead of hack 2015-12-09 08:39:12 +01:00
Rémi Verschelde
6315dd4985 Move polygon_path_finder demo to demos/3d since it uses 3D nodes
Also took the opportunity to "touch" each demo's engine.cfg in reverse alphabetical order to get the listed in natural order in the project manager.
2015-12-09 08:39:12 +01:00
Rémi Verschelde
6cfc3eec97 Remove systematic "Init(i)alization here" from _ready() 2015-12-09 08:39:12 +01:00
Rémi Verschelde
7589b2bf60 Improve code formatting
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - spaces around weak operators (+, -), no spaces around strong operators (*, /)
 - spaces around comparison operators and compound assignment operators
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines
 - comment sentences start with an upper-case letter
2015-12-09 08:39:12 +01:00
Rémi Verschelde
323dde7f31 Update 2D demos scenes for 2.0 format 2015-12-09 08:39:12 +01:00
Rémi Verschelde
8c4f19e79d Use upper-cased first letter at the start of comment sentences 2015-12-09 08:39:12 +01:00
Rémi Verschelde
8639cecf4c Improve code formatting and update to 2.0
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
2015-12-09 08:38:23 +01:00
Juan Linietsky
e176bb6a7c Merge pull request #2719 from SaracenOne/clipping_fix
Canvas Clipping fix
2015-12-08 17:18:19 -03:00
Franklin Sobrinho
42eef3cdc6 Better hidden folders display preferences for editor file dialogs 2015-12-06 19:35:31 -03:00
Rémi Verschelde
55d56d9b7c Replace hardcoded references to Okam Studio by Godot Engine
Since the engine development is now independent.
Fixes #2836.
2015-11-27 18:54:09 +01:00
Rémi Verschelde
b6c6e2f5e5 Make all demo icons 8-bit/color RGB(A)
Godot does not seem to like 8-bit colormaps.
Fixes #2874.
2015-11-23 00:19:00 +01:00
Saracen
2cc52bc3ff Modification to GUI in 3D demo to show resolved viewport clipping bug and small fix to bug causing viewport clipping to be inverted. 2015-11-19 23:47:25 +00:00
Rémi Verschelde
9d22501630 Add icons to all demos that can have a meaningful one 2015-11-19 23:45:37 +01:00
Rémi Verschelde
e393e66a94 Rename polygon_path_finder demo and add icon 2015-11-19 23:45:37 +01:00
Juan Linietsky
f5af623cd4 Merge pull request #2700 from neikeq/demo_icons
Added project icon to some demos
2015-11-18 19:20:21 -03:00
Juan Linietsky
474822b6db Merge pull request #2642 from leezh/nrex-update
Updated nrex with new features
2015-11-18 19:13:57 -03:00
Zher Huei Lee
bb3724a4cc Updated RegEx demos 2015-11-07 11:03:24 +00:00
neikeq
b0b0f35e2c Added some demo icons 2015-10-29 20:37:09 +01:00
firefly2442
580a88c3ce fix icon locations in demo projects 2015-10-21 14:29:52 -05:00
Juan Linietsky
b411f8f732 Merge pull request #2402 from ERIIX/master
Properly free enemies after death in 3d platformer demo.
2015-10-17 10:43:17 -03:00
Juan Linietsky
5cc145904a Merge pull request #2522 from ricpelo/master
Disable filters for tilemap in 2D Platformer demo
2015-10-17 10:06:27 -03:00
reduz
422929e87f Large improvements on scene packing and management
-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
2015-10-10 09:09:09 -03:00
Ricardo Pérez
2a90186a8e Disable filters for tilemap in 2D Platformer demo
Fixes #2452
2015-09-24 12:03:06 +02:00
Juan Linietsky
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
reduz
2580ca01e6 Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.

Have Fun!
2015-09-15 22:07:03 -03:00
Juan Linietsky
0fb7b5aa0c HTML5 exporter Improvements
-Better template handling
-Voice support
-Stream support
2015-09-10 00:10:54 -03:00
Juan Linietsky
b0aa49accb merged some stuff for okam 2015-09-03 23:24:55 -03:00
Eric R. Monson
f0119c2e3c Properly free enemies after death in 3d platformer demo.
Previously, they stuck around as invisible physics objects. This fix is much
cleaner than my previous attempts, as it uses the ability to call a function
from an animation as is done in the 2d platformer demo.
2015-08-28 11:15:31 -07:00
Juan Linietsky
59961c9914 Live edit WORK IN PROGRESS
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
Zher Huei Lee
87c1e16834 Made RegEx API similar to old version 2015-07-24 14:09:39 +01:00