Age | Commit message (Collapse) | Author |
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(can' t build android atm)
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to perform operations such as translaiton, rotation, etc directly on
nodes.
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also added a demo showing how this works
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this should make everything simpler, specially for newcomers to Godot
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back buffer copy node and respective demo
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should work faster, and even faster if exported.. as textures have been
optimized.
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added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
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Conflicts:
modules/gdscript/gd_tokenizer.cpp
scene/resources/shader_graph.h
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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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Tile Rotation
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(i hope?)
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Conflicts:
scene/2d/tile_map.cpp
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also got rid of STL dependency on triangulator
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Added body mode property for TileMap as kinematic body
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-Added Navigation & NavigationPolygon nodes
-Added corresponding visual editor
-New pathfinding algorithm is modern and fast!
-Similar API to 3D Pathfinding (more coherent)
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Revert 2D Platformer demo's moving platforms to sprite plus body.
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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.
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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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set_cell.
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also added code completion hint for shader params
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Editing 2D shaders with visual editor seems to work now.
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-Solve drawing order bug introduced in previous commit: solves #1214
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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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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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-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Removed "density" property
-Added instead more flexible "angular damp" and "linear damp"
-Added ability to override angular and linear damp in rigidbody
-Added gravity scale option rigidbody
Test well and iron out bugs, when it works the same will be moved to 3D
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-=-=-=
-Added missing quaternion constructor
-code completion fixes
-winrt fixes
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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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-=-=-=-
-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
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-=-=-=-=-
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.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*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
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-=-=-=-=-
-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)
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