Age | Commit message (Collapse) | Author |
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-fixed deadlock on previews thread
-fixed compilation errors on unix
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
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-Added function to retrieve list of actions fron InputMap
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fixes #1697
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
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fixes #1703
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-Added OS.get_splash_tick_msec() to query when splash appeared
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-=-=-=-=-=-=-=-=
-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
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-=-==-=-=-=-=-=-
-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
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Changed code to remove gcc -Wparentheses warnings.
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allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
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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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-Fixes to screen space shaders.
-Fixes to isometric light demo.
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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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made the transparent bg option of viewport force a clear color of 0,0,0,0
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Tile Rotation
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nothing functional yet, just experimenting with API
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Editing 2D shaders with visual editor seems to work now.
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-fix z order issue in new 2D engine
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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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there though.
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
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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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-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
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-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)
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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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