Age | Commit message (Collapse) | Author |
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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.
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it blends properly
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made the transparent bg option of viewport force a clear color of 0,0,0,0
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Tile Rotation
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Conflicts:
scene/2d/tile_map.cpp
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intuitive for flipping transposed tiles.
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Conflicts:
demos/2d/polygon_path_finder_demo/.fscache
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should avoid targets with large objects using morphs
also skinned buffer size is properly customizable on project settings.
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should close #1339
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Pr-fix-rtt-filters
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Add some needed includes
Provide freebsd variation of get_executable_path
Provide variation of execv so that either full path
or appname to be found within $PATH can be used
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textures that failed to load should now load again properly
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Editing 2D shaders with visual editor seems to work now.
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Added Color Ramp and Curve Map to shader nodes.
Fixed an issue that crashed Godot Editor right when opened.
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-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
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-ability for shader to use parent shader and params, closes #1198
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there though.
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
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fixed later.
-fixed issue of opacity not working
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-=-=-=-=-=-=-=-=-=-
-Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future).
-Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order)
-Removed OpenGL ES 1.x support. Good riddance!
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-Working area is bigger now, solves #1148
-Using Position now works, fixes #1141
-RGB ops now work, fixes #1139
-Missing bindings to GraphEdit and GraphNode added
-Shader Graph Editor Shows errors on cyclic links and missing connections
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-moved commandline fix to mingw-only, should fix #1064
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-added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
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Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some devi...
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Conflicts:
modules/gdscript/gd_editor.cpp
Improved code completion for InputEvent (shows members by type)
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-work in progress new graph system (will replace current one)
-crash fix in s3m loader (out of bounds acess)
-fixed vbox overriding of separation (fixes empty line between section tabs)
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-=-=-=
-Added missing quaternion constructor
-code completion fixes
-winrt fixes
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devices(like Sumsung Note2)
in some devices, gpu doe's not support uint(32bit) indies
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-=-=-=-=-=-=-=-=-=-
-Massive improvement to code completion
-Argument hinting for functions
If you manage to out-smart the code-completion in a situation where completion
should be possible to guess, let me know.
Please enter the commit message for your changes. Lines starting
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-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
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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!
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