reduz
2580ca01e6
Ability to keep collisionshapes and collisionpolygons when running the game.
...
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
2015-09-15 22:07:03 -03:00
Guilherme Felipe
da895e8542
Fix for smoothing camera2D when you change zoom, fix #2074 .
2015-09-03 19:23:39 -03:00
Juan Linietsky
1fecba6b5b
-added hints to sprite v/hframes, fixes truncation problem
...
-removed an error being printed often unnecesarly about missing child
2015-08-29 13:02:56 -03:00
Juan Linietsky
c2e2f2e0ae
Merge pull request #2282 from Ovnuniarchos/master
...
Bitmask editor and some CanvasItem documentation.
2015-08-08 11:18:08 -03:00
Federico Pacheco
7a516d13e2
ParallaxBackground: added option to ignore camera zoom
2015-08-04 01:44:38 -03:00
Juan Linietsky
59961c9914
Live edit WORK IN PROGRESS
...
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
Gen
88bf7f35e1
Fixed the mouse position for control when it is in a canvas_layer.
2015-07-27 08:36:21 +08:00
Ovnuniarchos
43053e3a71
Added a proper name and an explanation to arg4 on CanvasItem.draw_texture_rect*.
2015-07-20 20:07:25 +02:00
Juan Linietsky
95047562d7
Several performance improvements, mainly in loading and instancing scenes and resources.
...
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
2015-06-29 00:29:49 -03:00
Juan Linietsky
b4190ed2b9
compile fix
2015-06-24 18:34:31 -03:00
Kermer
32d4b4128c
Tiny typo
...
COPY_MODE_DISALED -> COPY_MODE_DISABLED
2015-06-24 23:24:44 +02:00
Juan Linietsky
52308aba68
ability to change shadow color in light2d
2015-06-24 18:15:43 -03:00
Juan Linietsky
ae28305d7c
ability to set process on parent nodes on visibility notifier
2015-06-22 15:43:13 -03:00
Juan Linietsky
8945670bc0
made changing pivot simpler in 2D nodes (just press v with mouse over position)
2015-06-12 13:53:18 -03:00
Juan Linietsky
9e479065f5
new space shooter demo
...
ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -03:00
Juan Linietsky
143265d4cb
Merge pull request #1973 from Biliogadafr/ColorRamp
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Replace color phases with color ramp for Particles2D. (need some review/guidance)
2015-06-07 00:26:35 -03:00
Juan Linietsky
5064cc5006
Merge pull request #1932 from Faless/gravity_distance_full
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Calculate gravity based on distance from body to gravity point
2015-06-07 00:25:37 -03:00
Juan Linietsky
6974823288
Merge remote-tracking branch 'origin/master'
...
Conflicts:
tools/editor/io_plugins/editor_texture_import_plugin.cpp
2015-06-06 10:12:09 -03:00
Juan Linietsky
9acab32daa
new file dialog!
...
-ItemList control for easier lists/thumbnails
-New file dialog, with support for thumbnails, favorites, recent places,
etc
-Moved .fscache out of the project, no more bugs due to committed/pulled
.fscache!
-Dir dialog now sorts directories
2015-06-06 09:44:38 -03:00
Juan Linietsky
ab99671bb8
-fixes to navigation, so edge-merging is more flexible on conflict
...
-add tab support to richtextlabel
-some click fixes to audio stream resampled
-ability to import largetextures (dialog)
2015-06-01 19:42:34 -03:00
Biliogadafr
3f975965e9
Add get_color_at_offset(). Ensure correct points order.
2015-05-26 22:17:54 +03:00
Juan Linietsky
f36e7dcb40
improved animation editor
...
-same-value link keys
-new layout
-forward, backwards playback
-integrated curve/property editor
-auto increment sprite frame after insert
-copy & paste animation resoucres
2015-05-25 01:47:02 -03:00
Biliogadafr
df9d48d9b5
Replace color phases with color ramp for Particles2D.
2015-05-24 21:18:52 +03:00
Juan Linietsky
fec6aaffd8
more fixes
...
fix ctrl-a for some cases, mentioned in #1704
fix toggling visibility not updating, fixes #1923
2015-05-19 23:07:11 -03:00
Fabio Alessandrelli
590afbcac4
Calculate gravity based on distance from body to gravity point (2D)
2015-05-18 01:32:26 +00:00
Juan Linietsky
3936ed882c
-Added lookat/get_angle_to functions in 2D, and a demo, closes #1843
...
-Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
2015-05-12 08:17:09 -03:00
Juan Linietsky
421b4fec3e
-compatibility option for physicsbody layers, fixes #1842
2015-05-10 15:58:08 -03:00
ehriche
897a1aade5
optional formal changes
2015-05-06 01:22:31 +02:00
Juan Linietsky
e7aa37fe75
improved kinematic motion, improved demos for kinematic motion
2015-05-03 22:37:10 -03:00
Juan Linietsky
af06843982
-new collision layer & mask system for 2D, for more flexible collision masking
2015-05-03 16:47:21 -03:00
Juan Linietsky
2296b0508e
2D pathfinder fixes, should now always find the best path.
2015-05-02 16:35:43 -03:00
Juan Linietsky
1e422941c8
-Fixed android export options (screen sizes, orientation should work)
...
-added functions to get mouse position in CanvasItem
2015-05-01 21:13:20 -03:00
Juan Linietsky
21939ce08b
-some cleanups
...
-added tesselation function to curve and curve2d
2015-04-30 10:06:18 -03:00
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
79d5b7f258
-fixed bodyenter/bodyexit callback of physics bodies, fixes #1739
2015-04-26 17:46:20 -03:00
Juan Linietsky
330351c613
properly update emitting property when emit timeot is used, fixes #1716
2015-04-25 10:36:37 -03:00
Juan Linietsky
7648088fca
ability to get closest owner to point, for navigation and navigation2d
2015-04-21 16:47:49 -03:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
...
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
28c4afeb57
-Rewritten KinematicBody2D::move to MUCH more efficient code.
...
-KinematicBody2D::move now properly recognizes collision exceptions and masks, fixes #1649
-Removed object type masking for KinematicBody2D
-Added a test_motion() function to RigidBody2D, allowing simlar behavior to KinematicBody2D::move there.
2015-04-19 20:50:55 -03:00
Juan Linietsky
4661a6e126
-try to avoid errors when path using ".." is present in script include, fixes #1703
2015-04-18 16:17:33 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Juan Linietsky
be46be7801
-renamed function to get object from instance id
...
-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
Juan Linietsky
3fddc9e55a
fixed navigation tile issue, fixes #1581
2015-04-09 01:18:01 -03:00
Juan Linietsky
9fa1698c74
Changes to Light
...
-=-=-=-=-=-=-=-=
-Changed material unshaded property for an enum, which supports light-only shading
-Added a "Mix" shading mode, useful for using lights as masks
-Added energy parameter to Light2D
2015-04-03 01:43:37 -03:00
Juan Linietsky
1572238adb
merging okam changes
2015-04-02 07:22:17 -03:00
Juan Linietsky
7ad7f2f6a9
android fixes, please test
...
(can' t build android atm)
2015-03-23 11:31:23 -03:00
Juan Linietsky
92ab362afa
avoid function naming conflict on light scale
2015-03-22 10:39:32 -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
c6c72a3c37
input events on Area2D is now supported
...
also added a demo showing how this works
2015-03-22 01:46:18 -03:00
Juan Linietsky
9dd0d8277d
add overlap test function, remove a semicolon
2015-03-18 21:03:11 -03:00
Juan Linietsky
4cac1e0cb6
add functions to test overlap with another body or area
2015-03-17 09:25:35 -03:00
Juan Linietsky
a969e2e6f1
Area2D can now detect overlap with other areas
...
this should make everything simpler, specially for newcomers to Godot
2015-03-17 00:45:25 -03:00
sanikoyes
7cdd3c86c4
Add missing particles_2d macro bind
2015-03-14 10:40:58 +08:00
marynate
86eedaec21
Fix compile error in back_buffer_copy.h
2015-03-12 14:23:36 +08:00
Juan Linietsky
650e13f3cd
back buffer copy node, to improve on texscreen()
...
back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
Juan Linietsky
a6f96f46b7
small optimizations to isometric light demo
...
should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00
marynate
7957709cb1
Fix compie error in TileMap::_fix_cell_transform(...)
2015-03-09 16:28:08 +08:00
Juan Linietsky
09489e3a78
lot of work on 2D lighting and isometric maps
...
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
...
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
...
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
Juan Linietsky
cf75bf842d
-improved pathfinding accuracy
...
(i hope?)
2015-02-19 00:27:02 -03:00
Juan Linietsky
5ef3f7392f
support for light and normal mapping in 2D
2015-02-18 19:40:02 -03:00
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
...
Conflicts:
scene/2d/tile_map.cpp
2015-02-15 18:21:35 +10:00
Juan Linietsky
2185c018f6
begin new serialization framework
...
also got rid of STL dependency on triangulator
2015-02-15 01:21:26 -03:00
Juan Linietsky
7ebb224ec1
Merge pull request #1362 from not-surt/tile_map_body_mode
...
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
...
-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
8bb1e19d73
Replace body_mode property with use_kinematic flag.
...
Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-14 06:43:50 +10:00
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.
...
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
...
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
1d54c2dd1c
added missing set_shader_param functions
...
also added code completion hint for shader params
2015-02-11 06:51:20 -03:00
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
Juan Linietsky
11c1756257
Visual Shader Editing for 2D
...
Editing 2D shaders with visual editor seems to work now.
2015-01-20 20:36:25 -03:00
Carl Olsson
a8b318871c
Prep for tile transpose transform.
2015-01-19 23:07:25 +10:00
Juan Linietsky
9012cd408e
-Add support for one-way collision in 2D (only works for kinematic body so far)
...
-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13 21:19:11 -03:00
Juan Linietsky
2ef5a342e3
-begin work on unidirectional collision detection
...
-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
2015-01-13 10:49:26 -03:00
Juan Linietsky
30d3658110
-fixed issue with shader not being reset on layers, closes #1199
...
-ability for shader to use parent shader and params, closes #1198
2015-01-12 20:44:02 -03:00
Juan Linietsky
66afddb3e8
-Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
...
-fixed issue of opacity not working
2015-01-11 11:43:31 -03:00
Juan Linietsky
8997084831
2D Rewrite Step [1]
...
-=-=-=-=-=-=-=-=-=-
-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
2015-01-10 17:35:26 -03:00
Juan Linietsky
b51f645711
Changes to 2D physics engine
...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Removed "density" property
-Added instead more flexible "angular damp" and "linear damp"
-Added ability to override angular and linear damp in rigidbody
-Added gravity scale option rigidbody
Test well and iron out bugs, when it works the same will be moved to 3D
2015-01-05 18:37:12 -03:00
Juan Linietsky
ed8e70243f
-refresh play options in property when setting samplelibrary ( #1016 )
2015-01-02 14:32:05 -03:00
Juan Linietsky
a36a774897
Fixes
...
-=-=-=
-Added missing quaternion constructor
-code completion fixes
-winrt fixes
2014-12-20 15:30:06 -03:00
Juan Linietsky
efb257c675
missing fix in file
2014-12-07 02:31:43 -03:00
Juan Linietsky
c79be979d4
Batch of Bugfixes
...
-=-=-=-=-=-=-=-=-
-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914 , #859 , #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899 , but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752
Please test!
2014-12-07 02:04:20 -03:00
Juan Linietsky
d5cb758d36
NavMesh
...
-=-=-=-
-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
2014-11-17 07:46:11 -03:00
Juan Linietsky
abbea4d945
UDP Fixes
...
-=-=-=-=-
Curse the day I decided to port UDP code, as it ended up
being two nights of work. At least It's done now (I hope).
-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
2014-11-13 00:53:12 -03:00
Juan Linietsky
fc676fa6f8
missing files with fixes for shower of bullets
2014-11-06 11:02:40 -03:00
Juan Linietsky
0dbedd18fc
SceneMainLoop -> SceneTree
...
-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
2014-11-05 21:20:42 -03:00
Juan Linietsky
d85b67be53
Bug Fixes
...
-=-=-=-=-
-Fixed problem with scaling shapes (#827 ), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806 )
-Fix Crash in CollisionPolygon2DEditor (#814 )
-Restored Ability to compile without 3D (#795 )
-Fix InterpolatedCamera (#803 )
-Fix UV Import for OBJ Meshes (#771 )
-Fixed issue with modifier gizmos (#794 )
-Fixed CapsuleShape gizmo handle (#50 )
-Fixed Import Button (not properly working in 3D) (#733 )
-Many misc fixes (though no new features)
2014-11-02 11:31:01 -03:00
Juan Linietsky
371eac9bef
-added custom metadata to physics shapes (2D only for now)
...
-gizmos are not displayed in camera preview
2014-10-16 00:06:34 -03:00
Juan Linietsky
a84ba9c853
Collada
...
-=-=-=-
-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
2014-10-14 01:01:25 -03:00
romulox_x
299bccdee9
offset particle drawing order so that recently emitted particles are always drawn on top of the older ones
2014-10-12 20:20:56 -07:00
romulox_x
5cb403747e
Modified sprite's draw notification call to use floats instead of integers so that the texture coordinates used to draw a frame from the sprite sheet don't have to snap to pixels
2014-10-09 19:34:27 -07:00
Juan Linietsky
af4a97bef9
missing fils from yesterday comit.
...
must have made some mistake with git,
not sure why they were not sent..
2014-10-03 08:58:41 -03:00