Age | Commit message (Collapse) | Author |
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#1634 and #1610
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Implement combine mode for area
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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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UsernameIsAReservedWord/fixes_kinematicbody_move_crash
should fixes #1284 (KinematicBody .move() crash)
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-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
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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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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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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.
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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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broken, sorry :(
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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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fixes 1067
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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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-fix with non working removal of collision exception in 3D physics
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