Commit Graph

407 Commits

Author SHA1 Message Date
Rémi Verschelde 7b059965e8 Adapt platforms to AudioServer refactoring
Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
2017-01-16 19:19:45 +01:00
BastiaanOlij 3a02df7739 Working on compile issues for iOS 2017-01-16 23:14:13 +11:00
Rémi Verschelde 2a0ddc1e89 Style: Various fixes to play nice with clang-format 2017-01-16 08:49:52 +01:00
Rémi Verschelde f44ee891be Style: Fix statements ending with ';;' 2017-01-16 08:49:52 +01:00
Rémi Verschelde 3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00
Juan Linietsky b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Rémi Verschelde e0faf8a51b Style: Cosmetic fixes to play nice with clang-format 2017-01-15 16:42:17 +01:00
Juan Linietsky 52e2a1e98d fixed to 2D physics, makes it work again 2017-01-15 09:50:27 -03:00
Rémi Verschelde 93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky 35b404ba08 Unify naming of blendshape / morphtarget into just "Blend Shape" 2017-01-12 08:34:00 -03:00
Juan Linietsky 7b7b46ac50 remove shorteners for server types in script 2017-01-11 09:19:00 -03:00
Juan Linietsky e6583117df Both Array and Dictionary are always in shared mode (removed copy on write). 2017-01-11 08:54:17 -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 710692278d Merge pull request #7426 from m4nu3lf/bugfix/physics
Fixed inertia tensor computation and center of mass
2017-01-10 22:27:32 -03:00
Juan Linietsky 6671670e81 Merge pull request #7445 from tagcup/2d_math_fixes
Various corrections in 2D math.
2017-01-10 22:25:45 -03:00
Ferenc Arn f271591ac2 Various corrections in 2D math.
This is the follow up for the 2D changes mentioned in PR #6865. It fixes various mistakes regarding the order of matrix indices, order of transformation operations, usage of atan2 function and ensures that the sense of rotation is compatible with a left-handed coordinate system with Y-axis pointing down (which flips the sense of rotations along the z-axis). Also replaced float with real_t, and tried to make use of Matrix32 methods rather than accessing its elements directly.

Affected code in the Godot code base is also fixed in this commit.

The user code using functions involving angles such as atan2, angle_to, get_rotation, set_rotation will need to be updated to conform with the new behavior. Furthermore, the sign of the rotation angles in existing 2D scene files need to be flipped as well.
2017-01-10 10:14:20 -06:00
m4nu3lf 2e38b32e0f Fixed inertia tensor computation and center of mass 2017-01-09 00:13:54 +00:00
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 495d059a74 Merge branch 'master' of https://github.com/godotengine/godot 2017-01-05 09:18:03 -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
BastiaanOlij 55d425807f First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point. 2017-01-04 23:34:02 +11:00
Juan Linietsky 76c2e8583e Merge branch 'master' of https://github.com/godotengine/godot 2017-01-04 01:17:41 -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
lonesurvivor 8b8807e37d Improvement to y_sort: make clear which item has to be drawn first
when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
2017-01-03 10:35:30 +01:00
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 db46a34418 Revert "Bindings: Fix missing default value"
This reverts commit 068b58b3ce.
Same rationale as previous reverts.
2017-01-02 20:42:32 +01:00
Rémi Verschelde b1e4c04cdc Revert "bind method canvas_item_set_sort_children_by_y"
This reverts commit 1f9e16119f.
Same rationale as previous revert.
2017-01-02 20:39:44 +01:00
Rémi Verschelde ed518ff713 Revert "small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate"
This reverts commit 4118b21e43.
Same rationale as previous revert.
2017-01-02 20:39:25 +01:00
Rémi Verschelde 86b0669f4c Revert "Add/expose VisualServer::get_default_clear_color()"
This reverts commit 753ba67d65,
in preparation from the merge of the gles3 branch, as the VisualServer
code changed too much to port this commit over during merge conflicts
resolution. It could be readded afterwards.
2017-01-02 20:32:52 +01:00
Juan Linietsky 2820b2d82b fix stupid bug in light downscaling for GI Probe 2017-01-02 14:09:42 -03:00
Juan Linietsky c2a217c350 WIP particle system
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
2017-01-01 22:16:52 -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
Juan Linietsky a62c99c4e4 Some fixes and clean ups 2016-12-31 10:53:29 -03:00
reduz f4a56e7782 begin work on new particle system 2016-12-30 08:35:54 -03:00
reduz 289bc881aa now it really works on window for real 2016-12-25 08:05:23 -03:00
reduz 0d4abf2aa3 fixed a horrible bug on Windows AMD, scenes saved until now in this branch
are no longer valid :(
2016-12-24 16:23:30 -03:00
Juan Linietsky 3adb42e217 Fixed many more bugs reported by Valgrind 2016-12-23 08:47:16 -03:00
Juan Linietsky 4e729f38e0 baking now shows a proper button, and bakes can be saved. 2016-12-23 00:37:38 -03:00
Juan Linietsky f9603d8236 can bake for omni and spotlight
store normal when baking
2016-12-22 10:00:15 -03:00
Juan Linietsky 37f558cd7b Some BRDF fixes 2016-12-21 14:22:17 -03:00
reduz 72b844c349 Godot works on Windows again.. 2016-12-21 02:29:58 -03:00
Juan Linietsky 075fde7f26 work in progress global illumination 2016-12-20 00:21:07 -03:00
Juan Linietsky 22a90e8f2a DOF blur, near and far fields.. 2016-12-10 01:13:20 -03:00
Juan Linietsky 18ebd22000 Multi stage glow with light bleeding from HDR 2016-12-08 09:48:38 -03:00
Juan Linietsky 8534ced22d Tonemapping and Auto Exposure support 2016-12-07 17:49:52 -03:00
Patrick Reh 4118b21e43 small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate 2016-12-04 16:51:58 +01:00
Juan Linietsky a299c3ebf1 Support for SSAO 2016-12-04 12:45:30 -03:00
Juan Linietsky 27a46d78ec Subsurface scattering material param is now working! 2016-12-02 22:23:16 -03:00
Juan Linietsky a47c78aed1 Screen space reflection effect 2016-11-29 19:55:12 -03:00
Juan Linietsky a732708b9d Blend shapes using transform feedback (GPU) 2016-11-24 20:46:55 -03:00
Juan Linietsky 7cf8d75cf8 WIP immediates and proper buffers swapping 2016-11-23 07:04:55 -03:00
Juan Linietsky 943d27f46d Instancing is working! (hooray) 2016-11-22 01:26:56 -03:00
Juan Linietsky 70d095d8f2 Skeletons are working now. 2016-11-21 19:03:39 -03:00
Juan Linietsky a2505542ff Huge amount of improvement in the material system. Materials should be
a lot more complete and usable now.
2016-11-20 22:49:53 -03:00
Juan Linietsky c39d2b3f42 working reflection probes!! 2016-11-19 13:23:37 -03:00
Juan Linietsky a7078a4be9 Done with lights and shadows (wonder if i'm missing something..) 2016-11-11 12:27:52 -03:00
Juan Linietsky cacf9ebb7f all light types and shadows are working, pending a lot of clean-up 2016-11-09 23:55:06 -03:00
Rémi Verschelde f34151ff0f style: Various other PEP8 fixes in Python files
Done with `autopep8 --select=E7`, fixes:

- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
2016-11-01 00:35:16 +01:00
Rémi Verschelde d4c17700aa style: Fix PEP8 whitespace issues in Python files
Done with `autopep8 --select=E2,W2`, fixes:

- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
2016-11-01 00:35:16 +01:00
Juan Linietsky 6b2a27bbe5 shadow atlas allocation (work in progress) 2016-10-31 08:47:46 -03:00
Juan Linietsky d6567010bf -Many many fixes
-Gizmos work again
2016-10-29 20:48:09 -03:00
Juan Linietsky 53d8f2b1ec PBR more or less working, still working on bringing gizmos back 2016-10-27 11:50:26 -03:00
Rémi Verschelde f5818c8e63 Merge pull request #6812 from RandomShaper/get-visualserver-clear-color
Add/expose VisualServer::get_default_clear_color()
2016-10-22 12:52:40 +02:00
Juan Linietsky cb34b70df1 More scene work, can display a skybox 2016-10-21 07:27:13 -03:00
Juan Linietsky 4428115916 Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-19 11:14:41 -03:00
Rémi Verschelde fc8ccd5b8c SCsub: Add python shebang as a hint for syntax highlighting
Also switch existing shebangs to "better" /usr/bin/env python.
2016-10-17 20:10:46 +02:00
Pedro J. Estébanez 753ba67d65 Add/expose VisualServer::get_default_clear_color() 2016-10-13 11:24:55 +02:00
Juan Linietsky 1527cf8c0d 2D Shaders are working again using the new syntax, though all is buggy in general 2016-10-10 18:31:01 -03:00
Ignacio Etcheverry fea1fb0925 Merge pull request #6761 from neikeq/pr-missing-defval
Bindings: Fix missing default value
2016-10-09 23:58:58 +02:00
Ignacio Etcheverry 068b58b3ce Bindings: Fix missing default value 2016-10-09 23:51:08 +02:00
Rémi Verschelde 1c6058a5bc Merge pull request #6691 from Faless/expose_more_physics
Expose more 2D/3D physics options in project settings (#5029)
2016-10-09 14:08:50 +02:00
Rémi Verschelde 74917d7037 Merge pull request #6627 from seijihariki/fix_crash_collider_overlap
Fix for crash when finding intersection on colliders that overlap
2016-10-09 14:04:22 +02:00
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
Ariel Manzur 1f9e16119f bind method canvas_item_set_sort_children_by_y 2016-10-05 03:48:54 -03:00
Juan Linietsky cf5778e51a -Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work
-Added some functions and refactoring to Viewport
2016-10-05 01:26:35 -03:00
Juan Linietsky a6e9dc6153 make editor update by tracking changes in visualserverraster 2016-10-03 23:46:24 -03:00
Juan Linietsky 22d83bc9f6 Begining of GLES3 renderer:
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Fabio Alessandrelli 1d09c27ba4 Expose more 2D/3D physics options in project settings 2016-10-03 14:40:47 +02:00
Victor Seiji Hariki e5edd50d62 Now ignoring remaining collision shapes. 2016-09-26 23:40:06 -03:00
Ignacio Etcheverry 1c50dfdf6c Merge pull request #6557 from anneomcl/master
Fix for #6158
2016-09-20 09:28:26 +02:00
anneomcl aa5ade834c Fix for #6158. Converting Vector2 to Size2 for scaling functions. 2016-09-19 23:31:45 -07:00
Rémi Verschelde 80861b7d59 Merge pull request #6414 from RandomShaper/improve-shader-shadow
Expose additional light/shadow properties to canvas item shaders
2016-09-17 18:34:22 +02:00
Juan Linietsky fc61eb37ce Merge pull request #5920 from 29jm/fix-warnings
Fix some more warnings
2016-09-10 12:21:02 -03:00
Juan Linietsky c5b7385110 Merge pull request #6250 from Ovnuniarchos/CursorHotspot
Mouse hotspot is now honored.
2016-09-10 12:07:08 -03:00
Pedro J. Estébanez 0960887625 Expose light shadow color to canvas item shaders 2016-09-07 01:52:54 +02:00
Juan Linietsky 5fc084c28e -Fixed issue in Kinematicbody2D 2016-09-01 12:03:55 -03:00
Juan Linietsky fc70824f7c More improvements to visual script..
fixed a bug of not saving when sub-nodes changed.
2016-08-31 17:58:51 -03:00
Rémi Verschelde ce7e2ae4f4 draw_line: Properly bind antialiased argument 2016-08-31 08:57:21 +02:00
Juan Linietsky fb4d6d1db0 More visual script improvements
-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-30 23:46:41 -03:00
Ovnuniarchos 8fcd92c38a Mouse hotspot is not honored. 2016-08-23 07:57:04 +02:00
Johan Manuel 046f94d3ac Remove some unused variables 2016-08-13 13:21:35 +02:00
Johan Manuel a2b8ef6d51 Fix some warnings 2016-07-25 16:46:26 +02:00
Alex Piola ffdd9f16dd Fix for incorrect velocity report due to a typo.
Closes #5854
2016-07-24 12:53:07 +02:00
Rémi Verschelde 3725114a16 Merge pull request #5383 from Ovnuniarchos/OptimizeOneWay
Optimized one-way collision loops.
2016-07-18 16:37:50 +02:00
Juan Linietsky 0e6e0ed0e5 Merge pull request #5533 from Hinsbart/cursor_atex
Can use AtlasTextures as custom mouse cursor.
2016-07-10 12:41:57 -03:00
Rémi Verschelde f40f360a2c Remove unused variables (fourth pass) + dead code
Also fix a potential regression from 3fcb9b1ec1.
2016-07-08 16:47:55 +02:00
Andreas Haas 91add16300 Can use AtlasTextures as custom mouse cursor.
fixes #3957
2016-07-03 19:36:12 +02:00
Ovnuniarchos b09b449615 Optimized one way collision loops. 2016-06-24 08:43:23 +02:00
Juan Linietsky d6225b1e00 Improved binding system (ObjectTypeDB::bind_method) to be friendlier to statically typed languages, should help in the Mono integration.
Disabled by default.
2016-06-22 23:13:41 -03:00