Commit Graph

67 Commits

Author SHA1 Message Date
b97401f304 Update copyright statements to 2020
And apply clang-format 10 to the codebase.
2020-08-13 22:58:13 +02:00
7562ce053a Update copyright statements to 2019 2019-06-04 11:41:49 +02:00
3102dc17ee Merge pull request #13437 from xsellier/bugfix/mouse-cursor-lag
Implement hardware cursor acceleration for Godot Engine 2.1
2018-01-03 08:36:44 +01:00
2712014744 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-02 11:27:24 +01:00
377fdc1e33 Hardware cursor implementation for Godot Engine 2.1
- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings.
- Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor.
- Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos)
- Cleanup the Input (set_mouse_in_window should not be used anymore)
- Update the documentation
- Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android
- NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help)
- NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory)
- Build it for Windows, Android and OSX
2017-12-15 11:37:36 -05:00
f50a0cecd9 Fixed typo: 'texure' to 'texture' 2017-09-29 04:30:06 +07:00
9d598833d2 Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
0895f02d87 "On Top" flag for Sprite3D 2017-08-24 23:12:11 +02:00
938dc07b2b Merge pull request #7912 from RandomShaper/pause-rasterizer-2.1
Implement time scaling for the rasterizer (2.1)
2017-08-17 11:43:58 +02:00
aa66530010 Add double-sided flag to SpriteBase3D (fixes #8007) 2017-05-02 15:48:16 +01:00
e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
b4119f4fe9 Implement time scaling for the rasterizer
which affects 3D particles and the TIME uniform
2017-03-20 19:58:22 +01:00
f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
887b1de1db Add/expose VisualServer::get_default_clear_color()
(cherry picked from commit 753ba67d65)
2016-10-31 00:00:55 +01:00
91add16300 Can use AtlasTextures as custom mouse cursor.
fixes #3957
2016-07-03 19:36:12 +02:00
fdf914e53e Add texture region support for stylebox render 2016-06-05 00:45:53 +08:00
8be2fabbe5 Changed import workflow
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00
89d87294db ability to shrink all images x2 on load
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-04 12:37:07 -03:00
aec4f57f95 Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize
Ability to colourize baked lighting in real time.
2016-03-15 10:22:09 +01:00
4a4f247914 remove trailing whitespace 2016-03-09 00:00:52 +01:00
7fecebd8a8 Added extra controls to GeometryInstances to control how they should cast shadows: double-sided and shadows only.
Conflicts:
	servers/visual/visual_server_raster.h
2016-03-07 23:14:14 +00:00
de5281c398 Ability to colourize baked lighting in real time. 2016-02-06 18:03:20 +00:00
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
428984ec0c -New mask mode for lights, makes using masks MUCH easier. 2015-12-08 20:25:08 -03:00
b59c86f6f9 -Ability to debug video memory usage
-Small fix to xml saver (swapping > and <)
2015-10-21 09:50:44 -03:00
83d9a692be Ability to visually debug geometry visually:
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
2015-09-20 13:03:46 -03:00
85e49d4e75 added support for mirrored repeat texture wrapping 2015-06-25 14:51:21 -07:00
52308aba68 ability to change shadow color in light2d 2015-06-24 18:15:43 -03:00
b524b40fdc -fixed many memory initialization issues
-fixed deadlock on previews thread
-fixed compilation errors on unix
2015-06-06 22:06:58 -03:00
59154cccf9 -Changed Godot exit to be clean.
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
2015-04-20 19:38:02 -03:00
fdaa2920eb Updated copyright year in all headers 2015-04-18 14:38:54 -03:00
3e20391bf6 -Changed bootsplash option to use a file, fixes #1539
-Added OS.get_splash_tick_msec() to query when splash appeared
2015-04-12 17:55:01 -03:00
9fa1698c74 Changes to Light
-=-=-=-=-=-=-=-=

-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
2015-04-03 01:43:37 -03:00
acc6f3b285 signed distance field font support 2015-03-21 00:43:33 -03:00
53e1694e1e New option to send canvas to render buffer
allows to use 3D environment effects for post processing such as Glow,
Bloom, HDR, etc. in 2D.
2015-03-16 01:14:59 -03:00
650e13f3cd back buffer copy node, to improve on texscreen()
back buffer copy node and respective demo
2015-03-12 01:05:50 -03:00
a6f96f46b7 small optimizations to isometric light demo
should work faster, and even faster if exported.. as textures have been
optimized.
2015-03-10 21:05:49 -03:00
09489e3a78 lot of work on 2D lighting and isometric maps
added a new demo, isometric_light that does full isometric sorting,
lights, shadows, etc.
2015-03-09 02:34:56 -03:00
a1f715a4da support for 2D shadow casters
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.
2015-03-02 00:54:43 -03:00
1d7337ba10 Merge pull request #1369 from not-surt/tile_rotation
Tile Rotation
2015-02-21 15:37:02 -03:00
f4312a5076 added option to disable automatic clearing of viewport render buffer 2015-02-21 01:35:06 -08:00
5ef3f7392f support for light and normal mapping in 2D 2015-02-18 19:40:02 -03:00
ee44664b2a Merge branch 'master' of https://github.com/okamstudio/godot 2015-02-02 21:34:47 +10:00
c5bf43f6eb Working TileMap tile transpose transform. 2015-02-02 21:27:48 +10:00
67d357191f begin work on lighting system for 2D
nothing functional yet, just experimenting with API
2015-01-22 11:07:16 -03:00
2ef5a342e3 -begin work on unidirectional collision detection
-fixed performance issue in new 2D engine
-texscreen() working in shader 2D
2015-01-13 10:49:26 -03:00
30d3658110 -fixed issue with shader not being reset on layers, closes #1199
-ability for shader to use parent shader and params, closes #1198
2015-01-12 20:44:02 -03:00
66afddb3e8 -Initial (untested) implementation of 2D shaders. Probably broken, will be fixed later.
-fixed issue of opacity not working
2015-01-11 11:43:31 -03:00
8997084831 2D Rewrite Step [1]
-=-=-=-=-=-=-=-=-=-

-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!
2015-01-10 17:35:26 -03:00