Age | Commit message (Collapse) | Author |
|
|
|
|
|
should avoid targets with large objects using morphs
also skinned buffer size is properly customizable on project settings.
|
|
should close #1339
|
|
Pr-fix-rtt-filters
|
|
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
|
|
|
|
textures that failed to load should now load again properly
|
|
|
|
Editing 2D shaders with visual editor seems to work now.
|
|
|
|
Added Color Ramp and Curve Map to shader nodes.
Fixed an issue that crashed Godot Editor right when opened.
|
|
|
|
-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
|
|
-ability for shader to use parent shader and params, closes #1198
|
|
there though.
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
|
|
|
|
fixed later.
-fixed issue of opacity not working
|
|
|
|
-=-=-=-=-=-=-=-=-=-
-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!
|
|
|
|
|
|
-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
|
|
|
|
|
|
|
|
-moved commandline fix to mingw-only, should fix #1064
|
|
-added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
|
|
|
|
Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some devi...
|
|
Conflicts:
modules/gdscript/gd_editor.cpp
Improved code completion for InputEvent (shows members by type)
|
|
-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)
|
|
-=-=-=
-Added missing quaternion constructor
-code completion fixes
-winrt fixes
|
|
|
|
devices(like Sumsung Note2)
in some devices, gpu doe's not support uint(32bit) indies
|
|
|
|
-=-=-=-=-=-=-=-=-=-
-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
|
|
-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
|
|
-=-=-=-=-=-=-=-=-
-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!
|
|
|
|
-=-=-=-=-
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.
|
|
-=-=-=-=-=-=-=-=-=-=-
-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
|
|
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=-
*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
|
|
-=-=-=-=-
-Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia
-Added support for multiline strings (or comments) using """
-Save subscene bug, properties not being saved in root node (#806)
-Fix Crash in CollisionPolygon2DEditor (#814)
-Restored Ability to compile without 3D (#795)
-Fix InterpolatedCamera (#803)
-Fix UV Import for OBJ Meshes (#771)
-Fixed issue with modifier gizmos (#794)
-Fixed CapsuleShape gizmo handle (#50)
-Fixed Import Button (not properly working in 3D) (#733)
-Many misc fixes (though no new features)
|
|
-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
|
|
-=-=-
-Fixed normalmap depth parameter
-Fixes to DirAccess on Windows
-Double click on resource dock will open them
-Fixes to doc generator (should make github wiki on class list more up to date)
|
|
|
|
-=-=-=-
-Fixed some DAE import & export bugs
-Changed Collada exporter to use the mesh loops API
-Added tangent export to Collada exporter
-Added triangulation option to Collada exporter
-Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful.
-Fixed some strange bug with kinematic bodies #776
-Fix release compilaiton issues #782
|
|
-=-=-=-=-=-
-fix duplicate function bug when creating script callback in editor
-fix bug where hiding lights does not work
-fix 2D audio listener bug (romulox_x reported)
-fix exported properties with inheritance bug
-fix timer autostart (make it not work on editor)
-reactivate first camara found if viewport runs out of active camera
-option to hide gizmos in viewport
-changed skeleton gizmo because it sucks
-Make convex shapes using CollisionShape visible (use quickhull class)
-fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it.
-make a menu option to show SRGB in 3D editor views by default
-make option to edit default light direction in viewport settings
-make option to edit default ambient light in viewport settings
-make software conversion of linear->RGB if hardware support not found
|