Commit Graph

32 Commits

Author SHA1 Message Date
marynate 002db0b125 Fix ERROR: FileAccessWindows::_get_modified_time: Method/Function Failed on windows due to accessing modifiled time of internal resource when editor gaining focus 2014-06-30 13:28:16 +08:00
Juan Linietsky 2af2a84a03 Misc Fixes
==========

-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-27 23:21:45 -03:00
Juan Linietsky e086bccd63 Import 3D Scene Improvements
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-If re-importing from the "dependency changed" dialog, edited scene will keep the local changes.
-Imported scene will keep track of changes in the source asset
-Geometry changes in source geometry or nodes with a different transform will be updated.
-Materials will be kept if changed locally.
-New nodes added will be kept
-If nodes were reparented or renamed, they will still keep track
-Deleted notes will be restored, use the -noimp option to avoid this.
-In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import.
-Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh.

Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time.

So Please test!!
2014-06-19 02:23:03 -03:00
Juan Linietsky 703004f830 More 3D Work
-=-=-=-=-=-

-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
2014-06-16 10:22:26 -03:00
Juan Linietsky 6f0b4678e2 More 3D Improvements
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00
reduz a364bc4371 Merge pull request #410 from marynate/PR-hotkey-quit-to-pm
Resolve issue #406 by adding hotkey for "quit to project manager"
2014-05-20 20:46:07 -03:00
Juan Linietsky b324ff7ea5 A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
2014-05-14 01:22:15 -03:00
marynate 30cfc0bef4 Add hotkey Shift+CMD+Q in editor for quit to project manager, resolves
issue #406
2014-05-13 10:30:10 +08:00
sanikoyes 6bc556dee5 Fix crash in editor when open new scene in editing
resources_dock->cleanup(); // This will delete GDScript instance (if property_editor->obj is scene's GDScript instance, editor will crash)
2014-05-08 16:24:52 +08:00
marynate d3b7f4b1a7 EditorNode consume F1 key only when Shift or Command key not pressed at the same time 2014-05-06 19:21:21 +08:00
Juan Linietsky 72ae89c5aa Lots of 3D improvements:
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
2014-05-04 22:50:23 -03:00
Dana Olson aa84f4d261 stops running process when quitting editor
I noticed a bug where I could close Godot while I was running a project.

If the program was left running and then ran into an error,
or if an error was caught by the debugger and then I quit Godot,
I could no longer close the running project without manually killing it.
This fixes that problem by essentially hitting the Stop button automatically
just prior to quitting the editor.
2014-04-23 22:06:12 -04:00
reduz 31f88a7006 Merge pull request #272 from adolson/patch-1
editor window title improvements
2014-04-22 14:41:43 -03:00
Juan Linietsky ec4ef2d2e7 -Added google play services (needed for some stuff)
-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
2014-04-14 22:43:44 -03:00
Juan Linietsky 7ea3e8267a -Fixed a few bugs in Viewport
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
2014-04-10 00:18:27 -03:00
adolson c6df9d8a41 editor window title improvements
Shows the project name in the window title (good to differentiate multiple instances of Godot with different projects loaded).

Clears the previous scene name from the window title when creating a new scene.
2014-04-09 22:50:30 -04:00
Juan Linietsky 9f33134c93 -Support for changing fonts
-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
2014-04-05 12:39:30 -03:00
Juan Linietsky 31ce3c5fd0 -fix bug in cache for atlas import/export
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
2014-03-13 22:57:24 -03:00
Juan Linietsky ed6d9463d2 -Added ATITC texture support
-Fixed bug of some tabs showing wrong names
-Exported properties for viewport
2014-02-26 10:08:17 -03:00
Juan Linietsky b2ce682f6e -scripts are converted to bytecode on export
-fix bug in doc where touchscreen events were not documented
2014-02-25 09:31:47 -03:00
Juan Linietsky 4b07eb8deb -moved script to modules 2014-02-24 09:53:33 -03:00
Juan Linietsky 7ca29bfaa7 -added kinematic body
-added kinematic body demos
2014-02-22 20:28:19 -03:00
Juan Linietsky f2a068984c -run script in editor
-add search docs dialog that returns places string was found
-added flash
2014-02-20 23:01:44 -03:00
reduz 2bfbf89781 Merge pull request #111 from vinzenz/obsolete-editor-plugin-removal
Removal of obsolete editor plugins Fixes #64
2014-02-18 18:18:11 -02:00
marynate 3550a18fa2 Able to open project manager inside editor (Scene->Project Manager)
Remove unnecessary include of project_manager.h
2014-02-18 13:09:31 +08:00
Vinzenz Feenstra dba66e0286 Removal of obsolete editor plugins Fixes #64
Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
2014-02-17 22:44:05 +01:00
Juan Linietsky 8c1731b679 -project settings are saved when changed
-load() was in the GDScript docs but missing in the scripting-different music for platformer 2D and 3D
-fix how documentation is generated, built in doc browser should be always up to date
-copypaste, scrolling, etc in  builtin doc
-built-in scripts get saved now (though debugger may not always work on them)
-Theme can be set to controls as a property
2014-02-15 21:16:33 -03:00
Juan Linietsky 9afdb3e0ad -fixed bug in Button now exporting font property
-made GUI Theme editor usable
-editor does not allow to export or create .pck in the same path as a project
-changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export.
-will not look for .pck files recursively, was causing unexpected behaviors
-fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.
2014-02-15 02:02:41 -03:00
reduz 6a5980e16a Merge pull request #23 from thetron/master
Fixed typo in undefined main_scene alert
2014-02-14 03:26:59 -02:00
Juan Linietsky 58cda02a38 -fixed export templates not loading/exporting on Windows
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
2014-02-13 18:03:28 -03:00
Nicholas Bruning 91c0aa8340 Fixed typo in undefined main_scene alert 2014-02-11 14:40:30 +11:00
Juan Linietsky 0b806ee0fc GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00