Age | Commit message (Collapse) | Author |
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-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
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alt + arrow key as local base move mode; Control + arrow key as local +
rotation move mode
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Press Ctrl+F to frame selected nodes in 2d editor
Change Frame Selection hotkey in 2d editor from Ctrl to CMD for Mac compatability
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one bug that when jump to help tab first time, the scroll position is
wrong.
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-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
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Previously, only Use Pixel Snap would save to the scene.
Tested and working for me, on Linux.
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-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
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Maya and modo style navigation
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Add Viewport Hotkeys / Toggle maximize viewport
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Path Editor UI Improvment
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main handle; Add close curve icon in Path editor UI; Fixed mixed EOL
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moving point to activate view base snapping; Path2D editor inherits from
HBoxContainer now"
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Cleanup debug output
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Hotkey added
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Conflicts:
tools/editor/plugins/spatial_editor_plugin.cpp
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https://github.com/okamstudio/godot/issues/145
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-add search docs dialog that returns places string was found
-added flash
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-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
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Signed-off-by: Vinzenz Feenstra <evilissimo@gmail.com>
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-made GUI Theme editor usable
-editor does not allow to export or create .pck in the same path as a project
-changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export.
-will not look for .pck files recursively, was causing unexpected behaviors
-fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.
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-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
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