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2015-04-09-Fixes bug in ShaderGraph material, when uniform property is not used, fixes ↵Juan Linietsky
#1634 and #1610
2015-04-07Merge pull request #1564 from Faless/area_combine-1Juan Linietsky
Implement combine mode for area
2015-04-03Changes to LightJuan 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
2015-04-02Beta1 Attempt #1Juan 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
2015-03-31read depth fixesJuan Linietsky
2015-03-24Re-sort Area array during integration stepFabio Alessandrelli
2015-03-24Implement combine mode for areaFabio Alessandrelli
2015-03-24Use Vector for storing areasFabio Alessandrelli
2015-03-22fix area center of gravityJuan Linietsky
2015-03-22Merge pull request #1380 from ElectricSolstice/wparentheses_removalJuan Linietsky
Changed code to remove gcc -Wparentheses warnings.
2015-03-22Merge pull request #1446 from ↵Juan Linietsky
UsernameIsAReservedWord/fixes_kinematicbody_move_crash should fixes #1284 (KinematicBody .move() crash)
2015-03-22fixes/cleans upJuan Linietsky
-input now correctly works when using viewport scaling -added function to get areas/bodies in given point -added function to get space state directly from world
2015-03-22input events on Area2D is now supportedJuan Linietsky
also added a demo showing how this works
2015-03-21signed distance field font supportJuan Linietsky
2015-03-17Area2D can now detect overlap with other areasJuan Linietsky
this should make everything simpler, specially for newcomers to Godot
2015-03-16New option to send canvas to render bufferJuan Linietsky
allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
2015-03-12back buffer copy node, to improve on texscreen()Juan Linietsky
back buffer copy node and respective demo
2015-03-10small optimizations to isometric light demoJuan Linietsky
should work faster, and even faster if exported.. as textures have been optimized.
2015-03-10New Demo, Screen Space ShadersJuan Linietsky
-Fixes to screen space shaders. -Fixes to isometric light demo.
2015-03-09lot of work on 2D lighting and isometric mapsJuan Linietsky
added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
2015-03-03Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h
2015-03-03merges from okam repoJuan Linietsky
2015-03-02support for 2D shadow castersJuan 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.
2015-02-26should fixes #1284UsernameIsAReservedWord
I could reproduce the crash described in #1284 only with 32bits versions of godot. The test scene contains a Plane collision shape, and a kinematicsbody with a Sphere collision shape. The crash occurs into `CollisionSolverSW::solve_distance_plane()` on line 299 when `p_shape_A` is a `PlaneShapeSW` object and when `p_shape_B` is a `MotionShapeSW` object, because `int support_count;` is not initialized by default, and because `MotionShapeSW::get_supports()` does not change `support_count` once passed as referenced parameter, and if the default value of `support_count` is greater than the length of `supports[16]`. I don't know if it is the good way to fix it because i'm not skilled ennough with the physics server inner working, but this fix prevents the crash and the test-scene seems to work correctly.
2015-02-21changed 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
2015-02-21Merge pull request #1369 from not-surt/tile_rotationJuan Linietsky
Tile Rotation
2015-02-21added option to disable automatic clearing of viewport render bufferromulox_x
2015-02-19-fix compilation of godot serverJuan Linietsky
2015-02-18support for light and normal mapping in 2DJuan Linietsky
2015-02-16Changed code to remove gcc -Wparentheses warnings.ElectricSolstice
2015-02-16-Some more work on 2D Lights (NOT FUNCTIONAL YET!)reduz
2015-02-02Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson
2015-02-02Working TileMap tile transpose transform.Carl Olsson
2015-01-22begin work on lighting system for 2DJuan Linietsky
nothing functional yet, just experimenting with API
2015-01-20Visual Shader Editing for 2DJuan Linietsky
Editing 2D shaders with visual editor seems to work now.
2015-01-18-intentional breakage of shader graph to fix issues, existing graphs will be ↵Juan Linietsky
broken, sorry :(
2015-01-14-fix shader param names broken issue on code completionJuan 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
2015-01-14Add missing shader function: refractsanikoyes
2015-01-13-begin work on unidirectional collision detectionJuan 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 #1199Juan 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
2015-01-112D shader progressreduz
2015-01-11-Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky
fixed later. -fixed issue of opacity not working
2015-01-102D 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!
2015-01-08Fixes 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
2015-01-05-CCD in 3D physics was not working (code was not even there!) re-added, ↵Juan Linietsky
fixes 1067
2015-01-05Changes to 2D physics engineJuan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -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
2015-01-04-WIP to add proper key swapping according to keyboard layoutJuan Linietsky
-fix with non working removal of collision exception in 3D physics
2015-01-03-Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky