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2015-06-22Multiple scene editing *POTENTIALLY UNSTABLE*Juan Linietsky
-ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
2015-06-11added iconJuan Linietsky
2015-06-11new space shooter demoJuan Linietsky
ortho camera sort fix, closes #2063
2015-06-06Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: demos/2d/motion/engine.cfg
2015-06-01small fixesJuan Linietsky
2015-05-27-fix bug in animation editorJuan Linietsky
-fix crash bug in physics motion, closes #1993
2015-05-26oops, previous commit was not workingJuan Linietsky
it is working now
2015-05-26ability to run 2D physics in a threadJuan Linietsky
also, 2D physics is now thread safe too. see physics_2d/thread_model
2015-05-19more fixesJuan Linietsky
-only refuse to load an older file if version major is different, fixes #1944 -fix drive letter default value, fixes #1939
2015-05-16-small motion demo, to better troubleshootJuan Linietsky
2015-05-12-Added lookat/get_angle_to functions in 2D, and a demo, closes #1843Juan Linietsky
-Added get_viewport().get_mouse_pos() to replace Input.get_mouse_pos(), closes #1838
2015-05-11-Updated isometric 2d demo to work using the new isometric support, fixes #1849Juan Linietsky
2015-05-10-fixed some glitches in isometric light demo, closes #1858Juan Linietsky
2015-05-10Merge pull request #1875 from Zamaroht/patch-1Juan Linietsky
Delete unused variable
2015-05-10Remove focus from restart button, fixes #1850Nicolas Laurito
Fixes a problem where the restart button would keep focus after being pressed, making the tetris' pieces impossible to rotate without activating the button again.
2015-05-09Deleted unused variableNicolas Laurito
Deleted the var GRAVITY because it is unused. The gravity is used at line 237, but it's gotten from the Physics2DDirectBodyState parameter.
2015-05-06Delete line without functionalityNicolas Laurito
2015-05-04-More strict argument type-checking, will make many bugs visible, fixes #1809Juan Linietsky
-added NOTIFICATION_INSTANCED
2015-05-04-vec3 uniforms should now work, fixes #1773Juan Linietsky
2015-05-04Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2015-05-03Merge pull request #1738 from jackmakesthings/masterJuan Linietsky
Updating demo engine.cfgs where name is missing
2015-05-03improved kinematic motion, improved demos for kinematic motionJuan Linietsky
2015-05-03-Made one way collision work with 2D physics (rigidbody)Juan Linietsky
2015-04-30-fixed broken lighting in release version of godot for isometric light demo, ↵Juan Linietsky
fixes #1697
2015-04-25Set name on isometric-light demo's engine.cfgjack
2015-04-24-Objects with BlendMode!=MIX do not get affected by CanvasModulate, fixes #1724Juan Linietsky
2015-04-19-Rewritten KinematicBody2D::move to MUCH more efficient code.Juan Linietsky
-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.
2015-04-17-Added android immersive mode, fixes #303Juan Linietsky
2015-04-12renamed scrts to scripts, fixes #1525Juan Linietsky
2015-04-03fix shadow issue with lights in mix mode, i think fixes #1611Juan Linietsky
2015-04-03Changes to LightJuan Linietsky
-=-=-=-=-=-=-=-= -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
2015-03-31Option in Android export to use 32 bits buffer.Juan Linietsky
2015-03-31fixes for light2d in androids that do not supportJuan Linietsky
read depth
2015-03-242D normal mapping and lighting simple demosJuan Linietsky
2015-03-22Merge pull request #1331 from fry-/masterJuan Linietsky
Add 2D fog of war demo
2015-03-22Merge pull request #1438 from Spooner/fix_isometric_demoJuan Linietsky
Fix isometric demo
2015-03-22fixes/cleans upJuan Linietsky
-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
2015-03-22input events on Area2D is now supportedJuan Linietsky
also added a demo showing how this works
2015-03-21signed distance field fonts demoJuan Linietsky
2015-03-16New option to send canvas to render bufferJuan Linietsky
allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
2015-03-12back buffer copy node, to improve on texscreen()Juan Linietsky
back buffer copy node and respective demo
2015-03-11simple shader effects library for 2DJuan Linietsky
ready to use in any project
2015-03-10small optimizations to isometric light demoJuan Linietsky
should work faster, and even faster if exported.. as textures have been optimized.
2015-03-10New Demo, Screen Space ShadersJuan Linietsky
-Fixes to screen space shaders. -Fixes to isometric light demo.
2015-03-09lot of work on 2D lighting and isometric mapsJuan Linietsky
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
2015-02-25Fixed columns to have integer positions, so that they don't "jiggle" when ↵Bil Bas (Spooner)
moving the camera.
2015-02-18support for light and normal mapping in 2DJuan Linietsky
2015-02-15begin new serialization frameworkJuan Linietsky
also got rid of STL dependency on triangulator
2015-02-14Merge pull request #1362 from not-surt/tile_map_body_modeJuan Linietsky
Added body mode property for TileMap as kinematic body
2015-02-14New Navigation & Pathfinding support for 2DJuan Linietsky
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)