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2016-01-26update joystick demo with joy_connection_changed handlinghondres
2016-01-10make animation work again in P3d demo, fixes #3151Juan Linietsky
2016-01-06visual representation for joystick demohondres
2016-01-04restored this configJuan Linietsky
2016-01-04-Fix crash at exit due to unnecesary check in command queue, fixes #2034Juan Linietsky
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2015-12-09Update Autoload demoeska
2015-12-09Use get_current_scene() instead of hackRémi Verschelde
2015-12-09Move polygon_path_finder demo to demos/3d since it uses 3D nodesRémi Verschelde
Also took the opportunity to "touch" each demo's engine.cfg in reverse alphabetical order to get the listed in natural order in the project manager.
2015-12-09Remove systematic "Init(i)alization here" from _ready()Rémi Verschelde
2015-12-09Improve code formattingRémi Verschelde
The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - spaces around weak operators (+, -), no spaces around strong operators (*, /) - spaces around comparison operators and compound assignment operators - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines - comment sentences start with an upper-case letter
2015-12-09Update 2D demos scenes for 2.0 formatRémi Verschelde
2015-12-09Use upper-cased first letter at the start of comment sentencesRémi Verschelde
2015-12-09Improve code formatting and update to 2.0Rémi Verschelde
The scripts were streamlined using more or less the following conventions: - space after a comma in lists of arguments - space around weak operators (+, -), no space around strong operators (*, /) - space after a comment start (#) - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now) - function blocks separate by two newlines The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
2015-12-08Merge pull request #2719 from SaracenOne/clipping_fixJuan Linietsky
Canvas Clipping fix
2015-12-06Better hidden folders display preferences for editor file dialogsFranklin Sobrinho
2015-11-27Replace hardcoded references to Okam Studio by Godot EngineRémi Verschelde
Since the engine development is now independent. Fixes #2836.
2015-11-23Make all demo icons 8-bit/color RGB(A)Rémi Verschelde
Godot does not seem to like 8-bit colormaps. Fixes #2874.
2015-11-19Modification to GUI in 3D demo to show resolved viewport clipping bug and ↵Saracen
small fix to bug causing viewport clipping to be inverted.
2015-11-19Add icons to all demos that can have a meaningful oneRémi Verschelde
2015-11-19Rename polygon_path_finder demo and add iconRémi Verschelde
2015-11-18Merge pull request #2700 from neikeq/demo_iconsJuan Linietsky
Added project icon to some demos
2015-11-18Merge pull request #2642 from leezh/nrex-updateJuan Linietsky
Updated nrex with new features
2015-11-07Updated RegEx demosZher Huei Lee
2015-10-29Added some demo iconsneikeq
2015-10-21fix icon locations in demo projectsfirefly2442
2015-10-17Merge pull request #2402 from ERIIX/masterJuan Linietsky
Properly free enemies after death in 3d platformer demo.
2015-10-17Merge pull request #2522 from ricpelo/masterJuan Linietsky
Disable filters for tilemap in 2D Platformer demo
2015-10-10Large improvements on scene packing and managementreduz
-Ability to edit and keep changes of instanced scenes and sub-scenes -Ability to inherit from other scenes
2015-09-24Disable filters for tilemap in 2D Platformer demoRicardo Pérez
Fixes #2452
2015-09-20Ability to visually debug geometry visually:Juan Linietsky
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
2015-09-15Ability to keep collisionshapes and collisionpolygons when running the game.reduz
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!
2015-09-10HTML5 exporter ImprovementsJuan Linietsky
-Better template handling -Voice support -Stream support
2015-09-03merged some stuff for okamJuan Linietsky
2015-08-28Properly free enemies after death in 3d platformer demo.Eric R. Monson
Previously, they stuck around as invisible physics objects. This fix is much cleaner than my previous attempts, as it uses the ability to call a function from an animation as is done in the 2d platformer demo.
2015-08-02Live edit WORK IN PROGRESSJuan Linietsky
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.
2015-07-24Made RegEx API similar to old versionZher Huei Lee
2015-07-24Added a live-edit RegEx tester to the demosZher Huei Lee
2015-06-27more code completion improvementsJuan Linietsky
-calltip dissapears with more types of keypresses or when pressing ')' -properly looks into autoloaded scripts or nodes with another script for script functions/variables/etc.
2015-06-24added ability to define signals in scriptJuan Linietsky
closes #2175
2015-06-22Merge pull request #2080 from bojidar-bg/patch-1Juan Linietsky
Fix to #2079
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
2015-06-13Delete .fscache from fog_of_war demo, closes #2079.Bojidar Marinov
2015-06-13Resolved a merge conflict.Bojidar Marinov
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