Commit graph

1181 commits

Author SHA1 Message Date
V.VamsiKrishna d3280f91a1 Missed some things in prev commit. 2015-03-20 11:06:28 +05:30
V.VamsiKrishna 41b729ccff Removing etc1 from build for javascript platform.
Based on inputs from reduz
1) Made etc1 optional driver and default yes.
2) Reverted the hack in rg_etc1.cpp
3) Disabled etc1 for javascript plaform.
2015-03-20 10:18:13 +05:30
Juan Linietsky 90a84b4ddb wip distance field font import
font import may not work if using distance field, this is WIP
2015-03-20 00:26:01 -03:00
V.VamsiKrishna 72895ddecf Replacing spaces with tabs 2015-03-20 07:47:06 +05:30
V.VamsiKrishna 743b3157bc Fix for newer gcc. Picked from GoogleCode 2015-03-19 10:35:24 +05:30
V.VamsiKrishna 1d45cd0ff1 Fix Javascript build. 2015-03-19 10:31:36 +05:30
Juan Linietsky 9dd0d8277d add overlap test function, remove a semicolon 2015-03-18 21:03:11 -03:00
Juan Linietsky 4cac1e0cb6 add functions to test overlap with another body or area 2015-03-17 09:25:35 -03:00
Juan Linietsky a969e2e6f1 Area2D can now detect overlap with other areas
this should make everything simpler, specially for newcomers to Godot
2015-03-17 00:45:25 -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
Alex Bonfim 2d4cad7057 Fix for InputEvent::set_as_action 2015-03-15 23:17:48 -03:00
Juan Linietsky 5b54361daf Merge pull request #1518 from argylelabcoat/patch-1
Update file_access_windows.cpp for mingw cross-compile
2015-03-15 11:56:38 -03:00
Matthew Hughes 1200689245 Update file_access_windows.cpp for mingw cross-compile
Cross compiling on linux failed on this file. Changing case of the windows.h and shlwapi.h allows mingw to find these headers but setting WINVER 0x0500 is needed for the compiler to find ReplaceFileW
2015-03-15 09:43:13 -05:00
Roman Nekrassow e646fc5b5d [Fix] make_dir_recursive on Windows
function normally tries to create c: which isn't possible, because the access is denied, handling ERROR_ACCESS_DENIED as ERR_ALREADY_EXISTS lets the function skip the creation of c: .
2015-03-14 12:35:18 +01:00
Juan Linietsky 51b8102f14 Merge pull request #1510 from sanikoyes/Pr-fix-particles2d-bind
Pr-fix-particles2d-bind
2015-03-13 23:46:30 -03:00
sanikoyes 7cdd3c86c4 Add missing particles_2d macro bind 2015-03-14 10:40:58 +08:00
Juan Linietsky 0d3b2ea1fd Merge pull request #1504 from marynate/PR-fix-backbuffer-compile
Fix compile error in back_buffer_copy.h
2015-03-12 08:27:21 -03:00
marynate 86eedaec21 Fix compile error in back_buffer_copy.h 2015-03-12 14:23:36 +08:00
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 57380f9aba increase minimum range in property editor a bit 2015-03-10 09:53:22 -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 3fc9017fbb Merge pull request #1491 from marynate/PR-fix-tilemap-compile
Fix compie error in TileMap::_fix_cell_transform(...)
2015-03-09 10:00:40 -03:00
marynate 7957709cb1 Fix compie error in TileMap::_fix_cell_transform(...) 2015-03-09 16:28:08 +08:00
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
Mariano Javier Suligoy 0bc7eb1d91 Fix C++11 compilation 2015-03-08 10:39:27 -03:00
hurikhan 52a4e8495c fix introduced bug 2015-03-08 04:24:21 -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
theuserbl 31e6c6ca8f Changed *_scene() to *_tree()
Changed _enter_scene and _exit_scene() to _enter_tree() and _exit_tree() in the time-example, because the *_scene no longer work.
2015-03-05 23:05:30 +01:00
Juan Linietsky 2c2894ceb6 Merge branch 'master' of https://github.com/okamstudio/godot
Conflicts:
	modules/gdscript/gd_tokenizer.cpp
	scene/resources/shader_graph.h
2015-03-03 14:41:36 -03:00
Juan Linietsky 4d2198110b merges from okam repo 2015-03-03 14:39:13 -03:00
Mariano Javier Suligoy 63006f6f6f Register CheckBox class to create it using editor. 2015-03-02 22:12:51 -03:00
Juan Linietsky a0ee5cc353 time was not being set properly with the rest of the uniforms. 2015-03-02 19:21:46 -03:00
Juan Linietsky 440cc5e4b6 Merge pull request #1437 from Hinsbart/fix_win_joy
fix get joystick name from registry on some systems
2015-03-02 01:00:56 -03:00
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
Juan Linietsky 0e732637d0 Merge pull request #1459 from romulox-x/blend_with_transparent_background
changed the blending function when using a transparent render target so ...
2015-03-01 20:52:20 -03:00
romulox_x 320700fc92 changed the blending function when using a transparent render target so that it blends properly 2015-03-01 15:44:02 -08:00
Juan Linietsky e15157f289 Merge pull request #1414 from romulox-x/viewport_clear_alpha
changed viewport clearing to use the alpha value of the clear color, and...
2015-03-01 18:58:50 -03:00
Mariano Javier Suligoy 205ed6c9f5 Improve mechanism and fix radio icon rendering. 2015-03-01 16:45:13 -03:00
Mariano Javier Suligoy e8e9f100e5 Add CheckBox control with theme edition and radio icon avaible. 2015-03-01 11:23:05 -03:00
theuserbl e2c0caf41e Update global_constants.cpp
Making KEY_MASK_CMD usable in GDScript
2015-02-27 11:19:55 +01:00
theuserbl 525f2fe995 Update register_scene_types.cpp
Makes ToolButton usable for GDScript
2015-02-27 11:09:57 +01:00
UsernameIsAReservedWord 69cf996ce6 should fixes #1284
I could reproduce the crash described in #1284 only with 32bits versions of godot.

The test scene contains a Plane collision shape, and a kinematicsbody with a Sphere collision shape.
 
The crash occurs into `CollisionSolverSW::solve_distance_plane()` on line 299 when `p_shape_A` is a `PlaneShapeSW` object and when `p_shape_B` is a `MotionShapeSW` object, because `int support_count;` is not initialized by default, and because `MotionShapeSW::get_supports()` does not change `support_count` once passed as referenced parameter, and if the default value of `support_count` is greater than the length of `supports[16]`.

I don't know if it is the good way to fix it because i'm not skilled ennough with the physics server inner working, but this fix prevents the crash and the test-scene seems to work correctly.
2015-02-26 19:27:32 +01:00
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
Hinsbart 9229d9d1bb fix get joystick name from registry on some systems 2015-02-25 16:33:08 +01:00
cheece 1444946006 COLLADA load normals from morph target
if the file has normals use them!
2015-02-24 20:13:21 -04:30