Nicolas Laurito
8f4b6ff870
Deleted unused variable
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Deleted the var GRAVITY because it is unused. The gravity is used at line 237, but it's gotten from the Physics2DDirectBodyState parameter.
2015-05-09 19:09:30 -03:00
Juan Linietsky
e090c06ae2
particles in navmesh demo are nice again
2015-05-09 18:17:43 -03:00
Juan Linietsky
158785636c
Merge pull request #1852 from SuperUserNameMan/fixes_platformer_3d_particles
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fixes_3d_platformer_demo_missing_particles_textures
2015-05-07 20:06:20 -03:00
Juan Linietsky
1e545fc9df
Merge pull request #1851 from SuperUserNameMan/fixes_3d_shaders_materials_demo
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fixes_demo3d_shaders_materials_missing_light
2015-05-07 20:06:07 -03:00
Juan Linietsky
5f51623547
Merge pull request #1846 from hurikhan/pr_wm_demo_input_fix
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window_management demo -- input fix
2015-05-07 20:05:55 -03:00
yg2f
32c0a96249
add_missing_textures_to_particles
2015-05-07 18:29:38 +02:00
yg2f
786b5e3545
fixes_demo3d_shaders_materials_missing_light
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add the missing animated light to the demo 3d "shaders materials"
2015-05-07 18:10:30 +02:00
hurikhan
48afa1d284
window_management input fix
2015-05-06 23:07:11 -04:00
Nicolas Laurito
ead2dd3db5
Delete line without functionality
2015-05-06 23:53:20 -03:00
Juan Linietsky
2d396fb710
-More strict argument type-checking, will make many bugs visible, fixes #1809
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-added NOTIFICATION_INSTANCED
2015-05-04 18:30:57 -03:00
Juan Linietsky
a76709d240
-vec3 uniforms should now work, fixes #1773
2015-05-04 10:17:24 -03:00
Juan Linietsky
4b6225586c
Merge branch 'master' of https://github.com/okamstudio/godot
2015-05-04 00:53:52 -03:00
Juan Linietsky
30f652998d
Merge pull request #1738 from jackmakesthings/master
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Updating demo engine.cfgs where name is missing
2015-05-03 23:00:26 -03:00
Juan Linietsky
e7aa37fe75
improved kinematic motion, improved demos for kinematic motion
2015-05-03 22:37:10 -03:00
Juan Linietsky
767f71a35e
-Made one way collision work with 2D physics (rigidbody)
2015-05-03 18:18:21 -03:00
Juan Linietsky
c1eee112f4
fixed bullet in 3d platformer demo
2015-05-01 12:24:20 -03:00
Juan Linietsky
c08597aa64
-fix a bug in extra cull margin, closes #1760
2015-05-01 11:26:23 -03:00
Juan Linietsky
5c6b31c024
-fixed broken lighting in release version of godot for isometric light demo, fixes #1697
2015-04-30 11:34:24 -03:00
Juan Linietsky
d3cbabba3d
missing file for bbcode demo
2015-04-26 09:48:17 -03:00
jack
ffbe3eeff9
Set name on window management demo's engine.cfg
2015-04-25 22:22:04 -04:00
jack
d066c06e36
Set name on rich text bbcode demo's engine.cfg
2015-04-25 22:21:09 -04:00
jack
f62e09150e
Set name on truck-town demo's engine.cfg
2015-04-25 22:20:06 -04:00
jack
891db1e112
Set name on isometric-light demo's engine.cfg
2015-04-25 22:18:57 -04:00
Juan Linietsky
52e2f4606f
-Objects with BlendMode!=MIX do not get affected by CanvasModulate, fixes #1724
2015-04-24 23:46:42 -03:00
Juan Linietsky
93ce7d92c1
-Many fixes and demo for RichTexLabel
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-Proper ability to edit BBCode in RTL.
2015-04-21 16:01:58 -03:00
Juan Linietsky
28c4afeb57
-Rewritten KinematicBody2D::move to MUCH more efficient code.
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-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
2592f0da9f
Merge branch 'master' of https://github.com/okamstudio/godot
2015-04-18 14:17:27 -03:00
Juan Linietsky
be46be7801
-renamed function to get object from instance id
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-added function to get list of tiles used
2015-04-18 14:00:15 -03:00
Juan Linietsky
b56badf77b
-Added android immersive mode, fixes #303
2015-04-17 16:18:46 -03:00
Juan Linietsky
ed5b939077
scene switcher demo changed to reflect tutorial, fixes #1673
2015-04-12 20:57:26 -03:00
Juan Linietsky
f9906eeac8
-Fixed screen capture for viewports, added a screen capture demo, fixes #1529
2015-04-12 18:58:05 -03:00
Juan Linietsky
ab6eaa3de4
renamed scrts to scripts, fixes #1525
2015-04-12 15:40:08 -03:00
Juan Linietsky
5d99e15e43
fix shadow issue with lights in mix mode, i think fixes #1611
2015-04-03 14:36:10 -03:00
Juan Linietsky
9fa1698c74
Changes to Light
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-=-=-=-=-=-=-=-=
-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
3920c497b3
Option in Android export to use 32 bits buffer.
2015-03-31 19:02:40 -03:00
Juan Linietsky
ad634876b5
fixes for light2d in androids that do not support
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read depth
2015-03-31 14:59:28 -03:00
Juan Linietsky
cbad0440ab
2D normal mapping and lighting simple demos
2015-03-24 16:17:49 -03:00
hurikhan
001a16064f
adjust the window_management demo to the new function names
2015-03-23 00:09:12 -04:00
Juan Linietsky
23e13ce3c2
fixes to new window management API
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-needs testing on Linux
-needs testing on Windows
-NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
2015-03-22 19:00:50 -03:00
Juan Linietsky
15bee515e6
Merge pull request #1487 from hurikhan/x11-window-management
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X11 window management
2015-03-22 15:10:50 -03:00
Juan Linietsky
eefcf93e55
Merge pull request #1331 from fry-/master
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Add 2D fog of war demo
2015-03-22 15:08:21 -03:00
Juan Linietsky
ca30c87019
Merge pull request #1438 from Spooner/fix_isometric_demo
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Fix isometric demo
2015-03-22 14:59:58 -03:00
Juan Linietsky
8c91dadff7
minor comments
2015-03-22 13:01:34 -03:00
Juan Linietsky
1e4841dc52
drag & drop demo (GUI)
2015-03-22 12:52:47 -03:00
Juan Linietsky
78694d8542
gui in 3D demo now uses area for input
2015-03-22 11:52:07 -03:00
Juan Linietsky
dac2017dee
fixes/cleans up
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-input now correctly works when using viewport scaling
-added function to get areas/bodies in given point
-added function to get space state directly from world
2015-03-22 09:40:26 -03:00
Juan Linietsky
c6c72a3c37
input events on Area2D is now supported
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also added a demo showing how this works
2015-03-22 01:46:18 -03:00
Juan Linietsky
40496dd76a
signed distance field fonts demo
2015-03-21 10:15:30 -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
9f88a40e9f
simple shader effects library for 2D
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ready to use in any project
2015-03-11 01:44:52 -03:00
Juan Linietsky
a6f96f46b7
small optimizations to isometric light demo
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should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -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
hurikhan
f7621810a2
removed up, down, left, right keys from the demo.
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were used before for fast multiscreen setup testing.
2015-03-08 09:26:58 -05:00
hurikhan
5241626dee
fixing a typo in the demo
2015-03-08 03:32:13 -05:00
hurikhan
ba74e45027
added Label_MouseGrab_KeyInfo
2015-03-08 01:27:36 -06:00
hurikhan
87be945d49
Merge remote-tracking branch 'upstream/master' into x11-window-management
2015-03-08 15:10:48 +08:00
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
Bil Bas (Spooner)
e7024259e1
Fixed columns to have integer positions, so that they don't "jiggle" when moving the camera.
2015-02-25 17:24:32 +00:00
Juan Linietsky
5ef3f7392f
support for light and normal mapping in 2D
2015-02-18 19:40:02 -03:00
hurikhan
ee81d4b359
Merge remote-tracking branch 'upstream/master' into x11-window-management
2015-02-15 17:49:34 +08:00
Juan Linietsky
2185c018f6
begin new serialization framework
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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
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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
8bb1e19d73
Replace body_mode property with use_kinematic flag.
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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.
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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
hurikhan
a13e180052
Merge remote-tracking branch 'upstream/master' into x11-window-management
2015-02-12 15:58:29 +01:00
hurikhan
df7d26ff5b
cleanup + MouseGrab
2015-02-12 15:58:00 +01:00
Bil Bas (Spooner)
58d7678947
Merge branch 'master' of https://github.com/okamstudio/godot into add_sprintf
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Conflicts:
.gitignore
2015-02-10 00:42:28 +00:00
fry-
c21227a636
added preview picture
2015-02-02 23:29:19 +01:00
fry-
2db55ef6fc
added a demo for 2D fog of war
2015-02-02 23:08:57 +01:00
hurikhan
03c453ac7d
* Cleanup for PR
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* Demo shows a Dialog with not implemented methods at startup
2015-01-22 05:35:39 +09:00
hurikhan
2204914abf
* observer scene for the demo
2015-01-22 01:54:17 +09:00
hurikhan
94d94a0855
* fix compilation without scons experimental_wm_api=yes
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* Extended the demo with an addional MouseGrab Test
2015-01-22 01:14:50 +09:00
Dana Olson
eac0de398f
ignore and remove .fscache files. closes #1249
2015-01-17 14:19:57 -05:00
hurikhan
dfb5a1d5e1
* multi_screen testing + bugfixes
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* ALT-TAB is working
* tested on Ubuntu 14.10 Unity + LXDE
* minor cleanup
2015-01-18 00:28:04 +09:00
hurikhan
dee27ce991
Merge remote-tracking branch 'upstream/master' into x11-window-management
2015-01-17 22:19:57 +09:00
Juan Linietsky
8075512bc5
Merge pull request #1206 from ScyDev/feature/polygonpathfinder_demo
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- how to use PolygonPathFinder from GD Script
2015-01-17 09:44:49 -03:00
hurikhan
f1dc00e380
* cleanup window state handling
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* first attemps in handling ALT+TABa (WIP)
2015-01-17 19:43:12 +09:00
hurikhan
716971655e
added the following methods:
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* set_minimized(bool)
* bool is_minimized()
* set_maximized(bool)
* bool is_maximized()
2015-01-17 00:18:45 +09:00
hurikhan
d42fa511a5
rearrange the demo
2015-01-16 13:49:46 +09:00
hurikhan
d269344bbd
WIP -- set_resizable() + is_resizable added
2015-01-15 22:50:23 +09:00
hurikhan
07b8d9136a
demo window set to resizeable (need a bugfix her)
2015-01-14 15:44:47 +08:00
hurikhan
8a30feebbe
Merge remote-tracking branch 'upstream/master' into x11-window-management
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Conflicts:
platform/x11/detect.py
2015-01-14 13:31:16 +08:00
hurikhan
2203ba5fe3
don't start demo in fullscreen mode
2015-01-14 13:27:03 +08:00
hurikhan
790d8ecbb9
get_screen() + set_screen() added
2015-01-14 12:02:59 +08:00
Juan Linietsky
9012cd408e
-Add support for one-way collision in 2D (only works for kinematic body so far)
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-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13 21:19:11 -03:00
Lukas Sägesser
aa242beb73
- how to use PolygonPathFinder from GD Script
2015-01-13 14:17:51 +01:00
hurikhan
f55c0e9285
Using Xinerama extension for getting screen info
2015-01-13 21:01:24 +08:00
hurikhan
ce7c7a862e
get_screen_position() added
2015-01-13 17:25:50 +08:00
hurikhan
107d2a373a
Demo misc/window_management added
2015-01-11 20:30:57 +08:00
Juan Linietsky
fbdd925d9b
-Work in progress visual shader editor *DOES NOT WORK YET*
2015-01-03 16:52:37 -03:00
sanikoyes
64f77aa8f3
1.Change interpolate_callback:p_times_in_sec argument before p_callback argument(more readable)
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2.NodePath replace to instance_ID(can control object doe's not in scene tree)
3.Change interpolate types from Node to Object, can control more types(etc script class object)
4.Add pending_update counter, avoid insert/remove interpolates-list while traversal it
2014-12-19 17:13:20 +08:00
yg2f
ef02ef2867
fix demo 3d mousepick test
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add the missing camera parameter to the _input_event()
2014-12-16 15:17:29 +01:00
Juan Linietsky
6851f9bfae
Small Fixes
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-=-=-=-=-=-
-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
marynate
45c9e169d9
Add missing icon.png to tween demo
2014-12-08 13:21:05 +08:00
Juan Linietsky
c79be979d4
Batch of Bugfixes
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-=-=-=-=-=-=-=-=-
-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
e709468bb1
missing navmesh demo and small fixes
2014-11-19 11:33:15 -03:00
Juan Linietsky
abbea4d945
UDP Fixes
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-=-=-=-=-
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