Juan Linietsky
acc6f3b285
signed distance field font support
2015-03-21 00:43:33 -03:00
Juan Linietsky
90a84b4ddb
wip distance field font import
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font import may not work if using distance field, this is WIP
2015-03-20 00:26:01 -03:00
Juan Linietsky
a969e2e6f1
Area2D can now detect overlap with other areas
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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
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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()
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back buffer copy node and respective demo
2015-03-12 01:05:50 -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
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-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
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added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
Juan Linietsky
2c2894ceb6
Merge branch 'master' of https://github.com/okamstudio/godot
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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
Juan Linietsky
a1f715a4da
support for 2D shadow casters
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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
1d7337ba10
Merge pull request #1369 from not-surt/tile_rotation
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Tile Rotation
2015-02-21 15:37:02 -03:00
Nathan Warden
c6a87d3a50
Changed the tooltip message for instancing a scene.
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- Old wording was misleading as it gave the impression that you could select any node from another scene.
- New wording matches the functionality that you instance the entire scene as a single node.
2015-02-19 11:15:13 -05:00
reduz
2bea642583
-Some more work on 2D Lights (NOT FUNCTIONAL YET!)
2015-02-16 14:45:11 -03:00
Carl Olsson
196185d0be
Merge branch 'master' of https://github.com/okamstudio/godot
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Conflicts:
scene/2d/tile_map.cpp
2015-02-15 18:21:35 +10:00
Juan Linietsky
7ebb224ec1
Merge pull request #1362 from not-surt/tile_map_body_mode
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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
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-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
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.
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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
Carl Olsson
6a38ab1b43
Reorder tile transforms so transpose occurs before flips. Much more intuitive for flipping transposed tiles.
2015-02-13 10:56:53 +10:00
Carl Olsson
c613fb121b
Moved wrapper function to TileMapEditor.
2015-02-11 21:40:50 +10:00
Carl Olsson
573ae5dd92
Merge branch 'master' of https://github.com/okamstudio/godot
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Conflicts:
demos/2d/polygon_path_finder_demo/.fscache
2015-02-11 21:15:49 +10:00
Carl Olsson
9171f71ff5
Revert variant arg length to 5 and add 5 arg wrapper function for TileMap set_cell.
2015-02-11 21:11:14 +10:00
Juan Linietsky
7f88df73be
Merge pull request #1346 from Nulifier/import-plugin
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Added the ability to add and remove editor import plugins.
2015-02-11 07:07:59 -03:00
Jeffrey Steward
6e54fa3d47
Added get_gui_base to the EditorNode class to allow for import plugins to create centered Popups.
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This is the function used by all the built-in import plugins. Without this, the only alternative is to add it to the EditorNode itself which messes up auto-centering and sizing.
2015-02-10 11:17:48 -07:00
Jeffrey Steward
13dc6f53ca
Added the ability to add and remove editor import plugins.
2015-02-09 23:36:16 -07:00
Juan Linietsky
80d0117b83
Merge pull request #1174 from adolson/autoreload-edited-scripts
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add option to automatically reload changed scripts
2015-02-09 21:35:52 -03:00
Juan Linietsky
a1ff40100e
Merge pull request #1243 from NateWardawg/ChangeRunSceneToRunProject
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Changed the "Start the scene (F5)." tooltip to say "Play the project (F5)."
2015-02-09 21:32:20 -03:00
Juan Linietsky
63a4faac3a
Merge pull request #1271 from NateWardawg/NestedSceneFix
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Pr - Fixed a bug where a user could add a cyclical dependency, causing a crash.
2015-02-09 21:24:58 -03:00
Juan Linietsky
d45a227e25
Merge pull request #1303 from erbridge/revert_menu_item
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Add a revert menu item
2015-02-09 21:21:48 -03:00
Segey Lapin
2c8cc632d2
io_scene_dae: fixed invalid variable name
2015-02-04 04:40:09 +03:00
Carl Olsson
afa13bf868
Forgot to update tile transform buttons when picking tiles.
2015-02-03 19:51:21 +10:00
Carl Olsson
52700563bc
Finish GUI for tile transform.
2015-02-02 22:28:10 +10:00
Carl Olsson
ee44664b2a
Merge branch 'master' of https://github.com/okamstudio/godot
2015-02-02 21:34:47 +10:00
Carl Olsson
c5bf43f6eb
Working TileMap tile transpose transform.
2015-02-02 21:27:48 +10:00
Felix Laurie von Massenbach
5e1e78b257
Show a confirmation for the revert action.
2015-01-27 00:00:07 +00:00
Felix Laurie von Massenbach
ce488e1f93
Move the Revert Scene menu item to be less intrusive.
2015-01-26 23:51:13 +00:00
Felix Laurie von Massenbach
977b190a2d
Add a revert menu item.
2015-01-25 00:14:06 +00:00
Juan Linietsky
c6eabbbec5
fixed world vertex issues in canvas item shader
2015-01-21 00:57:37 -03:00
Juan Linietsky
11c1756257
Visual Shader Editing for 2D
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Editing 2D shaders with visual editor seems to work now.
2015-01-20 20:36:25 -03:00
Nathan Warden
0e8987abaf
Fixed a bug where if a scene hadn't been saved it would find a cyclical dependency.
2015-01-20 09:05:22 -05:00
Nathan Warden
92cc7b840e
Fixed a bug where a user could add a cyclical dependency, causing a crash.
2015-01-19 15:47:50 -05:00
Carl Olsson
a8b318871c
Prep for tile transpose transform.
2015-01-19 23:07:25 +10:00
Juan Linietsky
a0511ed59a
Color Ramp and Curve Map added to visual shader editing.
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Added Color Ramp and Curve Map to shader nodes.
Fixed an issue that crashed Godot Editor right when opened.
2015-01-19 02:39:58 -03:00
Juan Linietsky
6f3c09047e
-intentional breakage of shader graph to fix issues, existing graphs will be broken, sorry :(
2015-01-18 09:51:11 -03:00
Dana Olson
5a4ef1c2cc
fixes
2015-01-17 14:05:26 -05:00
Juan Linietsky
cdf3c5b0eb
Merge pull request #1181 from adolson/duplicate-node-naming-prefs
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fix naming of duplicated nodes, closes #1161
2015-01-17 09:48:11 -03:00
Juan Linietsky
938c6d0df3
Merge pull request #1204 from marynate/PR-new-default-theme
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new default theme
2015-01-17 09:45:19 -03:00
Juan Linietsky
be7d8a182c
Merge pull request #1225 from marynate/PR-script-editor-close-tab
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Only show Close Tab confirmation when script has unsaved change
2015-01-17 09:42:06 -03:00
Juan Linietsky
9ce885ccd8
Merge pull request #1227 from marynate/PR-editor-line-color
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Add current_line_color editor setting for script and shader editor
2015-01-17 09:41:47 -03:00
Juan Linietsky
bf4f439ae1
Merge pull request #1230 from ndee85/export_manager_additions
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Export Manager Fixes
2015-01-17 09:41:24 -03:00