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2015-03-08fixing a typo in the demohurikhan
2015-03-08added Label_MouseGrab_KeyInfohurikhan
2015-03-08Merge remote-tracking branch 'upstream/master' into x11-window-managementhurikhan
2015-03-02support for 2D shadow castersJuan Linietsky
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.
2015-02-18support for light and normal mapping in 2DJuan Linietsky
2015-02-15Merge remote-tracking branch 'upstream/master' into x11-window-managementhurikhan
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)
2015-02-14Replace body_mode property with use_kinematic flag.Carl Olsson
Revert 2D Platformer demo's moving platforms to sprite plus body.
2015-02-13Added body mode property to TileMap to select between static and kinematic ↵Carl Olsson
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.
2015-02-12Merge remote-tracking branch 'upstream/master' into x11-window-managementhurikhan
2015-02-12cleanup + MouseGrabhurikhan
2015-02-10Merge branch 'master' of https://github.com/okamstudio/godot into add_sprintfBil Bas (Spooner)
Conflicts: .gitignore
2015-01-22 * Cleanup for PRhurikhan
* Demo shows a Dialog with not implemented methods at startup
2015-01-22* observer scene for the demohurikhan
2015-01-22* fix compilation without scons experimental_wm_api=yeshurikhan
* Extended the demo with an addional MouseGrab Test
2015-01-17ignore and remove .fscache files. closes #1249Dana Olson
2015-01-18* multi_screen testing + bugfixeshurikhan
* ALT-TAB is working * tested on Ubuntu 14.10 Unity + LXDE * minor cleanup
2015-01-17Merge remote-tracking branch 'upstream/master' into x11-window-managementhurikhan
2015-01-17Merge pull request #1206 from ScyDev/feature/polygonpathfinder_demoJuan Linietsky
- how to use PolygonPathFinder from GD Script
2015-01-17* cleanup window state handlinghurikhan
* first attemps in handling ALT+TABa (WIP)
2015-01-17added the following methods:hurikhan
* set_minimized(bool) * bool is_minimized() * set_maximized(bool) * bool is_maximized()
2015-01-16rearrange the demohurikhan
2015-01-15WIP -- set_resizable() + is_resizable addedhurikhan
2015-01-14demo window set to resizeable (need a bugfix her)hurikhan
2015-01-14Merge remote-tracking branch 'upstream/master' into x11-window-managementhurikhan
Conflicts: platform/x11/detect.py
2015-01-14don't start demo in fullscreen modehurikhan
2015-01-14get_screen() + set_screen() addedhurikhan
2015-01-13-Add support for one-way collision in 2D (only works for kinematic body so far)Juan Linietsky
-Solve drawing order bug introduced in previous commit: solves #1214
2015-01-13- how to use PolygonPathFinder from GD ScriptLukas Sägesser
2015-01-13Using Xinerama extension for getting screen infohurikhan
2015-01-13get_screen_position() addedhurikhan
2015-01-11Demo misc/window_management addedhurikhan
2015-01-03-Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky
2014-12-191.Change interpolate_callback:p_times_in_sec argument before p_callback ↵sanikoyes
argument(more readable) 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
2014-12-16fix demo 3d mousepick testyg2f
add the missing camera parameter to the _input_event()
2014-12-08Small FixesJuan Linietsky
-=-=-=-=-=- -Bug in navmesh demo fixed -Bug in variant -Better Collada Exporter supports proper names of exported shapekeys
2014-12-08Add missing icon.png to tween demomarynate
2014-12-07Batch of BugfixesJuan Linietsky
-=-=-=-=-=-=-=-=- -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!
2014-11-19missing navmesh demo and small fixesJuan Linietsky
2014-11-13UDP FixesJuan Linietsky
-=-=-=-=- 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.
2014-11-123D Import Import & UDPJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
2014-11-05SceneMainLoop -> SceneTreeJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=- *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
2014-11-05Update cubio.gdMavhod
a little wrong only.
2014-10-27-Much improvement to baked light bakerJuan Linietsky
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
2014-10-16-added custom metadata to physics shapes (2D only for now)Juan Linietsky
-gizmos are not displayed in camera preview
2014-10-03missing demo filesJuan Linietsky
2014-10-03Huge Amount of BugFixJuan Linietsky
-=-=-=-=-=-=-=-=-=-=- -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)
2014-09-21Fixed too many little issues, check the issues closed today.Juan Linietsky