Commit Graph

70 Commits

Author SHA1 Message Date
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
24bc7d8db7 Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off now correctly disables shadows from affecting the instance. 2016-03-12 16:51:17 +00:00
7b07bcaf44 fix six possible "divide by zero" 2016-03-09 00:18:23 +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
199a29b353 Merge pull request #3184 from vnen/update-copyright-2016
Update copyright to 2016 in headers
2016-01-01 11:03:29 -03:00
5be9ff7b67 Update copyright to 2016 in headers 2016-01-01 11:50:53 -02:00
7879efc50b Make both lights and occluders stop working if hidden, fixes #2437 2016-01-01 10:45:24 -03:00
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
63033aa646 Merge branch 'master' of https://github.com/okamstudio/godot 2015-10-17 10:30:08 -03:00
ab22203791 misc cleanup 2015-10-17 10:29:54 -03:00
b217e1417a Merge pull request #2479 from firefly2442/cppcheck-unusedvars
ran cppcheck, found unused variables
2015-10-17 10:25:36 -03:00
7f001a2c76 nested clipping of canvas items now works 2015-10-05 11:50:16 +01:00
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
afbb6c064c ran cppcheck, found unused variables 2015-09-16 15:35:30 -05:00
b0e5031f1f ios now displays splash screen between launch image and main scene, instead of a black screen 2015-09-10 15:01:02 -07:00
b0aa49accb merged some stuff for okam 2015-09-03 23:24:55 -03:00
52308aba68 ability to change shadow color in light2d 2015-06-24 18:15:43 -03:00
9e479065f5 new space shooter demo
ortho camera sort fix, closes #2063
2015-06-11 10:00:48 -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
897a1aade5 optional formal changes 2015-05-06 01:22:31 +02:00
5c6b31c024 -fixed broken lighting in release version of godot for isometric light demo, fixes #1697 2015-04-30 11:34:24 -03:00
ec00cd5c41 -Resolved light clipping issue due to wrong global rect cache, fixes #1722 2015-04-25 10:32:34 -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
4661a6e126 -try to avoid errors when path using ".." is present in script include, fixes #1703 2015-04-18 16:17:33 -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
7fc4059b13 read depth fixes 2015-03-31 17:57:16 -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
2ac767b1f5 changed viewport clearing to use the alpha value of the clear color, and made the transparent bg option of viewport force a clear color of 0,0,0,0 2015-02-21 13:57:12 -08:00
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
2bea642583 -Some more work on 2D Lights (NOT FUNCTIONAL YET!) 2015-02-16 14:45:11 -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
04af74596d -fix shader param names broken issue on code completion
-fix z order issue in new 2D engine
2015-01-14 09:05:33 -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
544ce2a1db -Initial working(?) implementation of shaders for 2D. Lighting still not there though.
Check for reference:
https://github.com/okamstudio/godot/wiki/shader
2015-01-12 10:19:09 -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