Commit Graph

227 Commits

Author SHA1 Message Date
Juan Linietsky d6e30256ad ability to shrink all images x2 on load
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-05 18:43:47 -03:00
Marc Gilleron a0b6645858 Fixed #4163 (intersect_shape crashes on results limit)
(cherry picked from commit d239e6bc0e)
2016-04-27 08:44:31 +02:00
Ignacio Etcheverry 6ce273b329 Fix crash when resizing ConcavePolygonShape2D segments
(cherry picked from commit 3fc16d4025)
2016-04-02 22:04:41 +02:00
Hubert Jarosz 424a104666 remove trailing whitespace
(cherry picked from commit 4a4f247914)
2016-04-02 22:03:48 +02:00
Nuno Donato 2d1de83434 refix particles3d issue, bringing down the amount limit to 1024 2016-02-16 08:56:31 +00:00
Nuno Donato b3fadd66c8 * raised the max amount of particles to match the max number allowed in the inspector (prevents crash) 2016-02-12 11:45:26 +00:00
Juan Linietsky 6d63dda72b Merge pull request #3534 from Biliogadafr/pickable2d
Physics2D: Allow to use 'intersect_point' with not 'Pickable' objects
2016-02-03 08:56:49 -03:00
Rémi Verschelde 7439947e13 Merge pull request #3518 from Ovnuniarchos/3DSoundServerBadReg
Variables SpatialSoundServer and SS pointed to SpatialSound2DServer.
2016-02-01 11:07:34 +01:00
Biliogadafr e8c5b41dd8 Physics2D: Allow to use 'intersect_point' with objects which is not 'pickable' 2016-02-01 04:30:16 +03:00
Ariel Manzur 0cd8c054a2 thread renaming 2016-01-31 20:23:24 -03:00
Ovnuniarchos 51dfd4a4b5 Variables SpatialSoundServer and SS pointed to SpatialSound2DServer. 2016-01-30 10:36:58 +01:00
Juan Linietsky d01f55a78e Merge pull request #2698 from Faless/add_area_fix
Fix bug in Body(2D)SW::add_area
2016-01-23 23:07:23 -03:00
Ovnuniarchos 8ed13c4df4 set_signed_data now works correctly on pcm8 samples. 2016-01-21 14:40:58 +01:00
Juan Linietsky cb9dfd5d28 avoid crash with empty concavepolygonshape, fixes #3169 2016-01-10 17:25:20 -03:00
Juan Linietsky 1aaf507ffb change intersect_ray function to discriminate pickable objects, fixes #3203 2016-01-10 15:54:57 -03:00
Juan Linietsky 0e71d49ef4 -Fix crash at exit due to unnecesary check in command queue, fixes #2034
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-04 00:00:33 -03:00
Juan Linietsky 606729fa2d physics state properly returns contact metadata, closes #1979 2016-01-03 20:23:44 -03:00
Juan Linietsky 27c47e09a1 skip the first integration in physics bodies, fixes #2213 2016-01-02 13:28:18 -03:00
Juan Linietsky 0ed864d876 properly removing unprocessed objects from physics islands fixes one way platforms for rigidbodies, closes #2345 2016-01-01 12:13:17 -03:00
Juan Linietsky 199a29b353 Merge pull request #3184 from vnen/update-copyright-2016
Update copyright to 2016 in headers
2016-01-01 11:03:29 -03:00
George Marques 5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
Juan Linietsky 7879efc50b Make both lights and occluders stop working if hidden, fixes #2437 2016-01-01 10:45:24 -03:00
Juan Linietsky 1e65c3c701 remove error print in area collision, should be a valid situation, closes #2463 2015-12-31 11:15:49 -03:00
Rémi Verschelde d4993b74fc Add missing argument names in GDScript bindings
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00
Rémi Verschelde d1caf2f037 Remove bogus argument in body_get_node 2015-12-28 01:32:12 +01:00
Rémi Verschelde 46eebac3ae Remove bogus argument in sample_get_description
Copy-paste mistake from the setter most likely.
2015-12-28 01:18:37 +01:00
Juan Linietsky acc9db1695 Merge pull request #3071 from Ovnuniarchos/NewAreaCombiners
New and corrected area override modes.
2015-12-22 10:57:39 -03:00
Ariel Manzur 83f2084cb8 testing patch for aligned reads by webp in javascript 2015-12-22 09:19:12 -03:00
Ariel Manzur 1bc91848e3 thread 2015-12-21 10:58:51 -03:00
Juan Linietsky 9bf7adfc1f -another approach to solving the deadlock problem :| 2015-12-21 10:51:27 -03:00
Juan Linietsky 3fe740dac6 Merge branch 'master' of https://github.com/godotengine/godot 2015-12-21 10:26:04 -03:00
Juan Linietsky 49a19f85b8 -different attempt to avod deadlock problem 2015-12-21 10:25:46 -03:00
Ariel Manzur d4ed043968 too early to rename thread 2015-12-21 09:38:44 -03:00
Ariel Manzur 0576e1e28f Merge branch 'master' of https://github.com/godotengine/godot 2015-12-21 09:17:15 -03:00
Ariel Manzur 72a6b137ba audio threads 2015-12-21 09:01:40 -03:00
Ariel Manzur 5e0f43d051 naming the audio thread from within itself 2015-12-18 03:41:44 -03:00
Ariel Manzur 10298b9534 thread set name 2015-12-17 06:24:27 -03:00
Juan Linietsky f2183a5e09 replaced :var by :Variant in documentation, fixes #2897 2015-12-14 08:28:01 -03:00
Ovnuniarchos 89efebbf56 New and corrected are override modes. 2015-12-14 02:56:49 +01:00
Juan Linietsky 428984ec0c -New mask mode for lights, makes using masks MUCH easier. 2015-12-08 20:25:08 -03:00
Juan Linietsky 38ab47d2f9 Merge pull request #2865 from hurikhan/pr_fix_2791
Added additional token checks for the shader if..else.. statement.
2015-12-08 17:09:58 -03:00
Juan Linietsky ff936c6b2e Merge pull request #2868 from akien-mga/pr-fix-can-move-to
Fix can_move_to and rename it for more clarity
2015-12-08 17:09:47 -03:00
Ovnuniarchos 43b2c9c7a4 Areas now calculate their dampenings the same way as their gravity. 2015-12-08 18:45:14 +01:00
Rémi Verschelde 9457211f8f Fix wrong index being used to populate r_results
Regression from f33d9da.
2015-12-04 09:31:01 +01:00
Juan Linietsky 4b1f0afb01 -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device. 2015-12-02 11:15:48 -03:00
Fabio Alessandrelli 1231c795de Fix Body (and Body2D) add_area / remove_area when area have multiple shapes 2015-12-02 11:30:48 +01:00
Andrea Chua 67a1c3f136 Bug Fix #2541: Shader language function validation logic
ensures that it finds the correct function to validate.
2015-11-27 21:27:06 +08:00
Rémi Verschelde aa30e01f26 Merge pull request #2752 from SaracenOne/shadow_color
New shader feature: change the colour of shadows on a per-material basis
2015-11-23 11:40:52 +01:00
Rémi Verschelde 2674565cf6 Merge pull request #1931 from Faless/audio_free_rid
Expose AudioServer::free(RID rid) as AudioServer.free_rid(RID rid)
2015-11-23 00:22:15 +01:00
Rémi Verschelde f33d9dab5b Fix can_move_to and rename it for more clarity
Fixes #2416.
The KinematicBody::can_move_to function was likely designed for two behaviours:
 - discrete: check if the body can "teleport" to the destination
 - continuous: check if the direct path to the destination is valid
The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape.

The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
2015-11-22 14:14:07 +01:00