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author | Juan Linietsky <reduzio@gmail.com> | 2014-10-03 00:10:51 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-10-03 00:10:51 -0300 |
commit | b24fe3dd206ce391ec4c5f68d32fc2259f275563 (patch) | |
tree | 5d05b14d21ba1c8a484f9b7f3739a63f42ca082d /drivers/gles2 | |
parent | 870c075ebf67749b21b6cc0c705088bbe273f1bb (diff) |
Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-
-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency
Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-
-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
Diffstat (limited to 'drivers/gles2')
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