Age | Commit message (Collapse) | Author |
|
Happy new year to the wonderful Godot community!
|
|
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
|
|
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
|
|
It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense
to have as a common resource. It also allowed to disable compilation of
Particles (3D) when using 'disable_3d'.
Also cleaned up includes in SpatialEditorGizmos and some other places,
as well as dropped dead code in material_editor_plugin.cpp.
|
|
+ renamed generate_aabb to generate_visibility_rect to prevent future confusions
|
|
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
|
Happy new year to the wonderful Godot community!
|
|
enabled
|
|
|
|
Fixes #10244.
|
|
|
|
|
|
ColorRamp got renamed to Gradient recently, reduz missed some occurances though.
|
|
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
|
|
|
|
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
|
Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
|
|
Add process mode option to Particles2D
|
|
|
|
(Also remove some Particles2D::testee method, which was unused)
Resolves #3963
|
|
renamed to PoolVector
|
|
Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
|
|
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
|
|
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
|
|
|
|
-Added a new "add" and "instance" buttons for scene tree
-Added a vformat() function to ease translation work
|
|
|
|
|
|
|
|
|
|
|
|
-=-=-=-
-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
|
|
- #672 (default user:// in $HOME/.godot/app_userdata (linux/osx) and $APPDATA/Godot/app_userdata (Windows)
- #676 (draw both tiles and octants in order from top to bottom, left to right )
- #686 (unicode escape sequences work now)
- #702 (was not a bug, but a test was added to see if bodies went too far away)
|
|
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
|
|
|