Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-06-11 | new space shooter demo | Juan Linietsky | |
ortho camera sort fix, closes #2063 | |||
2015-06-06 | -fixed many memory initialization issues | Juan Linietsky | |
-fixed deadlock on previews thread -fixed compilation errors on unix | |||
2015-05-26 | ability to run 2D physics in a thread | Juan Linietsky | |
also, 2D physics is now thread safe too. see physics_2d/thread_model | |||
2015-05-18 | -Rename unexisting by nonexistant, closes #1940 | Juan Linietsky | |
-Added function to retrieve list of actions fron InputMap | |||
2015-05-06 | optional formal changes | ehriche | |
2015-05-01 | -Fixes from source code analyzizer, closes #1768 | Juan Linietsky | |
2015-04-30 | -fixed broken lighting in release version of godot for isometric light demo, ↵ | Juan Linietsky | |
fixes #1697 | |||
2015-04-27 | -made normalmaps easier in 2D, fixes #1467 | Juan Linietsky | |
2015-04-26 | -Fixed shader commets, /* */ works well and crash is solved, fixes #1711 | Juan Linietsky | |
2015-04-25 | -Resolved light clipping issue due to wrong global rect cache, fixes #1722 | Juan Linietsky | |
2015-04-20 | -Changed Godot exit to be clean. | Juan Linietsky | |
-Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755 | |||
2015-04-18 | -try to avoid errors when path using ".." is present in script include, ↵ | Juan Linietsky | |
fixes #1703 | |||
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-04-12 | -Changed bootsplash option to use a file, fixes #1539 | Juan Linietsky | |
-Added OS.get_splash_tick_msec() to query when splash appeared | |||
2015-04-03 | Changes to Light | Juan Linietsky | |
-=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D | |||
2015-04-02 | Beta1 Attempt #1 | Juan Linietsky | |
-=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1 | |||
2015-03-31 | read depth fixes | Juan Linietsky | |
2015-03-22 | Merge pull request #1380 from ElectricSolstice/wparentheses_removal | Juan Linietsky | |
Changed code to remove gcc -Wparentheses warnings. | |||
2015-03-21 | signed distance field font support | Juan Linietsky | |
2015-03-16 | New option to send canvas to render buffer | Juan Linietsky | |
allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D. | |||
2015-03-12 | back buffer copy node, to improve on texscreen() | Juan Linietsky | |
back buffer copy node and respective demo | |||
2015-03-10 | small optimizations to isometric light demo | Juan Linietsky | |
should work faster, and even faster if exported.. as textures have been optimized. | |||
2015-03-10 | New Demo, Screen Space Shaders | Juan Linietsky | |
-Fixes to screen space shaders. -Fixes to isometric light demo. | |||
2015-03-09 | lot of work on 2D lighting and isometric maps | Juan Linietsky | |
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc. | |||
2015-03-03 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h | |||
2015-03-03 | merges from okam repo | Juan Linietsky | |
2015-03-02 | support for 2D shadow casters | Juan 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. | |||
2015-02-21 | changed 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 | |||
2015-02-21 | Merge pull request #1369 from not-surt/tile_rotation | Juan Linietsky | |
Tile Rotation | |||
2015-02-21 | added option to disable automatic clearing of viewport render buffer | romulox_x | |
2015-02-19 | -fix compilation of godot server | Juan Linietsky | |
2015-02-18 | support for light and normal mapping in 2D | Juan Linietsky | |
2015-02-16 | Changed code to remove gcc -Wparentheses warnings. | ElectricSolstice | |
2015-02-16 | -Some more work on 2D Lights (NOT FUNCTIONAL YET!) | reduz | |
2015-02-02 | Merge branch 'master' of https://github.com/okamstudio/godot | Carl Olsson | |
2015-02-02 | Working TileMap tile transpose transform. | Carl Olsson | |
2015-01-22 | begin work on lighting system for 2D | Juan Linietsky | |
nothing functional yet, just experimenting with API | |||
2015-01-20 | Visual Shader Editing for 2D | Juan Linietsky | |
Editing 2D shaders with visual editor seems to work now. | |||
2015-01-14 | -fix shader param names broken issue on code completion | Juan Linietsky | |
-fix z order issue in new 2D engine | |||
2015-01-13 | -Add support for one-way collision in 2D (only works for kinematic body so far) | Juan Linietsky | |
-Solve drawing order bug introduced in previous commit: solves #1214 | |||
2015-01-14 | Add missing shader function: refract | sanikoyes | |
2015-01-13 | -begin work on unidirectional collision detection | Juan 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 #1199 | Juan 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 | |||
2015-01-11 | 2D shader progress | reduz | |
2015-01-11 | -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵ | Juan Linietsky | |
fixed later. -fixed issue of opacity not working | |||
2015-01-10 | 2D 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! | |||
2015-01-08 | Fixes 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 | |||
2015-01-03 | -Work in progress visual shader editor *DOES NOT WORK YET* | Juan Linietsky | |
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) |