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2015-03-02time was not being set properly with the rest of the uniforms.Juan Linietsky
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.
2015-03-01changed the blending function when using a transparent render target so that ↵romulox_x
it blends properly
2015-02-21changed viewport clearing to use the alpha value of the clear color, and ↵romulox_x
made the transparent bg option of viewport force a clear color of 0,0,0,0
2015-02-21Merge pull request #1369 from not-surt/tile_rotationJuan Linietsky
Tile Rotation
2015-02-18support for light and normal mapping in 2DJuan Linietsky
2015-02-15Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson
Conflicts: scene/2d/tile_map.cpp
2015-02-14-resolved shader set parameter bug, closes #1361Juan Linietsky
2015-02-13Reorder tile transforms so transpose occurs before flips. Much more ↵Carl Olsson
intuitive for flipping transposed tiles.
2015-02-11Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson
Conflicts: demos/2d/polygon_path_finder_demo/.fscache
2015-02-10fixes to skinned bufferJuan Linietsky
should avoid targets with large objects using morphs also skinned buffer size is properly customizable on project settings.
2015-02-09ability to customize max render elementsJuan Linietsky
should close #1339
2015-02-09Merge pull request #1281 from sanikoyes/Pr-fix-rtt-filtersJuan Linietsky
Pr-fix-rtt-filters
2015-02-02Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson
2015-02-02Working TileMap tile transpose transform.Carl Olsson
2015-01-27fix build on freebsdsambler
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
2015-01-21fixed world vertex issues in canvas item shaderJuan Linietsky
2015-01-20Fixed bug in 3D materialJuan Linietsky
textures that failed to load should now load again properly
2015-01-20Fixes to texscreen, fixes to white testcubeJuan Linietsky
2015-01-20Visual Shader Editing for 2DJuan Linietsky
Editing 2D shaders with visual editor seems to work now.
2015-01-20Fix filter options not works in render target texturesanikoyes
2015-01-19Color Ramp and Curve Map added to visual shader editing.Juan Linietsky
Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened.
2015-01-14Add missing shader function: refractsanikoyes
2015-01-13-begin work on unidirectional collision detectionJuan Linietsky
-fixed performance issue in new 2D engine -texscreen() working in shader 2D
2015-01-12-fixed issue with shader not being reset on layers, closes #1199Juan Linietsky
-ability for shader to use parent shader and params, closes #1198
2015-01-12-Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky
there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
2015-01-112D shader progressreduz
2015-01-11-Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky
fixed later. -fixed issue of opacity not working
2015-01-10Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2015-01-102D Rewrite Step [1]Juan Linietsky
-=-=-=-=-=-=-=-=-=- -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!
2015-01-10fix saving texture flags to *.png.flags file, closes #399Dana Olson
2015-01-08OS X: Add keyboard layout detection and fix buildRhody Lugo
2015-01-08Fixes to GraphEdit:Juan Linietsky
-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
2015-01-07-Visual Shader Editing Finished, PLEASE TEST!Juan Linietsky
2015-01-03Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2015-01-03-Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky
2015-01-03-added new code completion guess locations, closes #1032Juan Linietsky
-moved commandline fix to mingw-only, should fix #1064
2015-01-03-fixed issue with denormals in half precission, closes #1073Juan Linietsky
-added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
2015-01-02-proper minimum size computation for TabContainerJuan Linietsky
2015-01-02Merge pull request #998 from sanikoyes/Pr-fix-gles2-canvas_draw_polygonJuan Linietsky
Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some devi...
2014-12-21Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: modules/gdscript/gd_editor.cpp Improved code completion for InputEvent (shows members by type)
2014-12-21-ability to set default textures in shader (needed for visual shader editing)Juan Linietsky
-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)
2014-12-20FixesJuan Linietsky
-=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes
2014-12-19Implemented PulseAudio backend and fixed audio driver selection on X11Alexander Stillich
2014-12-19Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some ↵sanikoyes
devices(like Sumsung Note2) in some devices, gpu doe's not support uint(32bit) indies
2014-12-16Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
2014-12-16New Code CompletionJuan Linietsky
-=-=-=-=-=-=-=-=-=- -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
2014-12-15Small batch of fixesJuan Linietsky
-=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
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