A bit of everything:

-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.
This commit is contained in:
Juan Linietsky
2014-05-14 01:22:15 -03:00
parent 45a509282e
commit b324ff7ea5
73 changed files with 3364 additions and 703 deletions

View File

@ -341,6 +341,16 @@ public:
virtual void body_apply_impulse(RID p_body, const Vector3& p_pos, const Vector3& p_impulse)=0;
virtual void body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity)=0;
enum BodyAxisLock {
BODY_AXIS_LOCK_DISABLED,
BODY_AXIS_LOCK_X,
BODY_AXIS_LOCK_Y,
BODY_AXIS_LOCK_Z,
};
virtual void body_set_axis_lock(RID p_body,BodyAxisLock p_lock)=0;
virtual BodyAxisLock body_get_axis_lock(RID p_body) const=0;
//fix
virtual void body_add_collision_exception(RID p_body, RID p_body_b)=0;
virtual void body_remove_collision_exception(RID p_body, RID p_body_b)=0;
@ -420,6 +430,7 @@ VARIANT_ENUM_CAST( PhysicsServer::AreaSpaceOverrideMode );
VARIANT_ENUM_CAST( PhysicsServer::BodyMode );
VARIANT_ENUM_CAST( PhysicsServer::BodyParameter );
VARIANT_ENUM_CAST( PhysicsServer::BodyState );
VARIANT_ENUM_CAST( PhysicsServer::BodyAxisLock );
//VARIANT_ENUM_CAST( PhysicsServer::JointParam );
//VARIANT_ENUM_CAST( PhysicsServer::JointType );
//VARIANT_ENUM_CAST( PhysicsServer::DampedStringParam );