Huge Amount of BugFix

-=-=-=-=-=-=-=-=-=-=-

-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency

Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-

-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
This commit is contained in:
Juan Linietsky
2014-10-03 00:10:51 -03:00
parent 870c075ebf
commit b24fe3dd20
84 changed files with 1660 additions and 344 deletions

View File

@ -2144,6 +2144,7 @@ void Collada::_parse_scene(XMLParser& parser) {
if (name=="instance_visual_scene") {
state.root_visual_scene=_uri_to_id(parser.get_attribute_value("url"));
print_line("***ROOT VISUAL SCENE: "+state.root_visual_scene);
} if (name=="instance_physics_scene") {
state.root_physics_scene=_uri_to_id(parser.get_attribute_value("url"));
@ -2513,6 +2514,9 @@ bool Collada::_move_geometry_to_skeletons(VisualScene *p_vscene,Node *p_node,Lis
ERR_FAIL_COND_V( !state.scene_map.has( nodeid ), false); //weird, it should have it...
NodeJoint *nj = SAFE_CAST<NodeJoint*>(state.scene_map[nodeid]);
ERR_FAIL_COND_V(!nj,false);
if (!nj->owner) {
print_line("Has no owner: "+nj->name);
}
ERR_FAIL_COND_V( !nj->owner,false ); //weird, node should have a skeleton owner
NodeSkeleton *sk = nj->owner;