Commit graph

57 commits

Author SHA1 Message Date
Fabio Alessandrelli cbc450c0e5 Huge Debugger/EditorDebugger refactor. 2020-02-21 11:12:03 +01:00
Juan Linietsky 8cee7703a6 Yay very basic 3D (only white) finally shows. 2020-02-11 11:59:27 +01:00
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Erik 8b0546d93b Implement game camera override
Implemented uniform API in Viewport class to override 2D and/or
3D camera.

Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.

Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.

Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
2019-10-23 02:51:32 +01:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Juan Linietsky e33764744c Added generator audio stream, and spectrum analyzer audio effect
Made AudioFrame and Vector2 equivalent for casting.
Added ability to obtain the playback object from stream players.
Added ability to obtain effect instance from audio server.
2019-04-10 12:58:06 -03:00
Daniel Rakos 582f62c2b2 Fixed TextureArray and Texture3D issues
- Texture arrays and 3D textures weren't working previously due to an
  incorrect number of calls to glTexImage3D with incorrect level parameters.
  This change fixes that.
- Fixed the incorrect calculation of the byte size of layered textures.
- Added the layer count to the debugger info when viewing video memory usage.
2019-03-03 16:40:48 +01:00
Juan Linietsky 5eeb06ffd1 -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Rémi Verschelde 5876c3f089 Revert " Deprecated Godot 3D physics engine"
This reverts commit 5de5a4140b.

@reduz still intends to rework it in the future, and it's convenient to
test if issues are specific to Bullet or not, so we keep it around for
the time being.
2019-01-28 16:51:03 +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
Rémi Verschelde 277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Rémi Verschelde 73cf0fd305
Merge pull request #19106 from SaracenOne/audio_mic
[WIP] Experimental microphone support
2018-08-11 15:24:41 +02:00
Thomas Herzog b4d3f541e7 add 3D textures 2018-07-30 12:20:27 +02:00
Saracen f85062495c Experimental microphone support. 2018-07-27 16:50:09 +01:00
Gustav Lund cd2070c684 Audio Recording module
Implements an Audio bus effect that outputs the audio from the bus into a wav file

Now channels audio recording into an AudioStreamSample instead of saving to wav
2018-07-26 14:14:29 +02:00
Andrea Catania 5de5a4140b
Deprecated Godot 3D physics engine 2018-02-26 12:51:30 +01:00
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
Leon Krause 9b7b46143d Move singleton management from ProjectSettings to Engine 2017-11-14 15:15:13 +01:00
AndreaCatania 7a9ca08f16 Implemented physics plug
Moved init_physics

Implemented physics 2D plug

Fix clang

Fix clang

Fix static check

Fix clang

Fix static check

Moved physics server initialization

Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
BastiaanOlij cc37d43f86 Redoing the ARVR GDNative interface as module and tighter implementation 2017-10-14 09:10:18 +11:00
Ignacio Etcheverry 0c2e882210 Adds 'exposed' field to ClassInfo
This field represents if the class is exposed to the scripting API.
The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize').
- Added missing registration of classes that are meant to be exposed.
2017-10-09 23:49:17 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
BastiaanOlij d2ba2d0873 Adding base classes and structures for ARVR support
Added ArVrScriptInterface

Added ARVRCamera, ARVRController and ARVROrigin helper objects
2017-07-28 10:39:15 +10:00
Juan Linietsky 25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Juan Linietsky bbada82f80 -Reorganized all properties of project settings (Sorry, Again).
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Juan Linietsky 2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
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
Juan Linietsky de0045cf1b -renamed globals.h to global_config.cpp (this seems to have caused a few modified files)
-.pck and .zip exporting redone, seems to be working..
2017-02-21 00:06:30 -03:00
Juan Linietsky 7e1afeafd4 Audio bus editing is COMPLETE! 2017-01-25 14:31:52 -03:00
Juan Linietsky 0ff37cff62 Added audio bus phaser effect, welcome to the 70s, baby! 2017-01-23 18:37:14 -03:00
Juan Linietsky cff80bb1cc Pretty high quality pitch Shifting effect using smbPitchShift 2017-01-23 01:45:43 -03:00
Juan Linietsky 4d9bc8b00c Added Audio Limiter bus effect, and sidechain ability to compressor. 2017-01-22 20:39:53 -03:00
Juan Linietsky 4d944b4996 Simple to use compressor effect 2017-01-22 18:18:56 -03:00
Juan Linietsky 2d8e765aab Delay sound effect 2017-01-22 15:14:45 -03:00
Juan Linietsky eda739f414 Added new Audio Bus Chorus effect.
Added new Audio Bus Panner effect.
2017-01-22 11:19:56 -03:00
Juan Linietsky fac52f5bd8 Added BUS effect, Stereo Enhancer 2017-01-21 23:14:30 -03:00
Juan Linietsky 63fa5486a4 distortion effect 2017-01-21 20:57:48 -03:00
Juan Linietsky 0aa7242624 WIP new AudioServer, with buses, effects, etc. 2017-01-21 19:01:00 -03:00
Juan Linietsky b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Juan Linietsky 7b7b46ac50 remove shorteners for server types in script 2017-01-11 09:19:00 -03:00
Juan Linietsky 0f7af4ea51 -Changed most project settings in the engine, so they have major and minor categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-05 09:16:00 -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 3f3f5a5359 Merge remote-tracking branch 'origin/gles3' into gles3-on-master
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
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 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
Ovnuniarchos 51dfd4a4b5 Variables SpatialSoundServer and SS pointed to SpatialSound2DServer. 2016-01-30 10:36:58 +01:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00