Juan Linietsky
39e8aca1b7
Update FOV if edited in gizmo, fixes #16400
2018-09-06 16:22:34 -03:00
Marcelo Fernandez
f344763b58
Add missing BIND_ENUM_CONSTANT to ClippedCamera
2018-08-23 13:53:05 -03:00
Juan Linietsky
ee07fb5ebe
Changes to ClippedCamera, RayCast,Raycast2D and 2D physics API to add ability to choose between bodies and areas when colliding.
2018-08-21 15:31:23 -03:00
Juan Linietsky
e20864c340
Clipped camera implementation, a camera that avoids going into geometry.
2018-08-21 11:48:48 -03:00
Juan Linietsky
52e6f1f25c
Merge pull request #20072 from RandomShaper/fix-camera-offsets
...
Fix camera offsets not applied always
2018-08-10 16:24:39 -03:00
Juan Linietsky
aff57a613b
Add extra functions to toggle bits in visualinstance and camera, same as physics. Helps with #6685
2018-07-29 20:05:16 -03:00
Juan Linietsky
d1550b4a9b
Ability to disable scale in nodes, closes #19927
2018-07-18 13:48:09 -03:00
Pedro J. Estébanez
ec5c96dbe1
Fix camera offsets not applied always
...
Specifically, project/unproject methods weren't taking them into account. Frustum computation may be affected as well.
This commit considers them for the camera matrix at all times.
2018-07-09 21:07:15 +02:00
Juan Linietsky
dfd1331690
Allow editing of some unbound properties when hinted (or no range hinted)
2018-05-16 09:13:41 -03:00
Jakub Grzesik
f78c7353ea
a way to ensure that camera is disabled
2018-03-17 10:57:04 +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
Juan Linietsky
02e883713a
Merge pull request #14977 from volzhs/fix-crash-group
...
Fix crash & error at saving scene
2017-12-26 11:43:02 -03:00
volzhs
ff68b80df7
Fix error if scene has Camera at saving scene
2017-12-25 02:43:37 +09:00
Daniel J. Ramirez
1696db8f00
Fixes 3d camera keep aspect.
2017-12-22 14:24:38 -06:00
Will Nations
d9cb00151b
[DOCS] Camera property changes
2017-12-11 12:48:41 -06:00
Juan Linietsky
dd892a327d
Added some clean up in camera/viewport management. Fixes #12279 , Fixes #12774
2017-12-07 12:13:20 -03:00
Hugo Locurcio
541df26184
Tweak the default camera node settings
...
- Increase FOV to 70
- Put the Z-near plane at 0.05 meters
2017-11-25 23:48:30 +01:00
Poommetee Ketson
9b634180aa
Refactor Fixed to Physics
2017-10-21 21:28:08 +07:00
AndreaCatania
4537977d6d
Renamed fixed_process to physics_process
2017-09-30 16:19:07 +02:00
Rémi Verschelde
7ad14e7a3e
Dead code tells no tales
2017-08-27 22:13:45 +02:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Ignacio Etcheverry
32dd9a9f66
ClassDB: Provide the enum name of integer constants
2017-08-20 22:07:43 +02:00
Ignacio Etcheverry
2f290038d6
Removes type information from method binds
2017-08-10 07:17:50 +02:00
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
Hugo Locurcio
cdcc3c919b
Increase the default perspective camera FOV
...
This does not affect existing projects, but will affect newly-created
editor settings and Camera nodes.
2017-06-16 12:07:07 +02:00
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
Hein-Pieter van Braam
411ee71b4d
Rename the _MD macro to D_METHOD
...
This new name also makes its purpose a little clearer
This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Rémi Verschelde
f44ee891be
Style: Fix statements ending with ';;'
2017-01-16 08:49:52 +01:00
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
6e88b1096a
Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method naming
2017-01-13 20:00:43 -03:00
Juan Linietsky
a2903fc51d
Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED
2017-01-12 20:35:46 -03:00
Juan Linietsky
4338c90163
It is now possible to name layers of different kinds!
2017-01-10 22:20:57 -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
Adham Zahran
cbb0ea315b
fix #6012 exposed setters and getters of Camera H/V offset to GDScript
2016-10-05 00:46:28 +02:00
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
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
Juan Linietsky
53e237dfe4
-Fix crash opening and closing the scene, closes #3491
2016-01-31 15:10:33 -03:00
Juan Linietsky
2db78e8f87
Properly clear/restore current camera when switching scenes. Fixes #2137
2016-01-02 17:18:45 -03:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
Juan Linietsky
98c086edaf
-fix forced texture repeat in Polygon2D, now depends on texture.
...
-added a new function, Camera::is_position_behind to aid to unproject(), fixes #1725
2015-04-28 22:05:01 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
a93e33f5c8
added spatial and node2d helper methods
...
to perform operations such as translaiton, rotation, etc directly on
nodes.
2015-03-22 10:33:58 -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
jaromirhribal
79e330c33e
fixed math in Camera::project_position
2015-01-31 18:02:49 +01:00
Juan Linietsky
cef3bd026f
-fixed issue with denormals in half precission, closes #1073
...
-added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
2015-01-03 11:06:53 -03:00
Juan Linietsky
6851f9bfae
Small Fixes
...
-=-=-=-=-=-
-Bug in navmesh demo fixed
-Bug in variant
-Better Collada Exporter supports proper names of exported shapekeys
2014-12-08 15:47:45 -03:00