Commit Graph

233 Commits

Author SHA1 Message Date
Geequlim
3534533d57 Expose ResourceImportMetadata::set_source_md5 for script 2016-06-03 18:45:44 +08:00
jmintb
25afca1a32 Switched the space shooter demo from none fixed process to fixed process 2016-05-31 07:33:25 +02:00
Andreas Haas
891d3bf2c1 window management demo: show screen dpi 2016-05-30 00:46:20 +02:00
Andreas Haas
f9a12d2d19 Joystick demo script cleanup
Removes a leftover variable and uses constants instead of magic numbers.
2016-05-10 20:32:12 +02:00
Rémi Verschelde
1a36c3bb92 Rotation APIs: Better exposure for degrees methods
Made public the various set/getters for rotations in degrees.
For consistency, renamed the exposed method names to remove the leading
underscore, and kept the old names with a deprecation warning.

Fixes #4511.
2016-05-06 23:38:08 +02:00
Rémi Verschelde
345b43c15c Specify the demos license
It was already under the MIT as the rest of the engine,
but some users seemed not convinced about it.
2016-04-29 10:59:40 +02:00
Rémi Verschelde
4245072cb1 Merge pull request #4169 from slapin/ik
InverseKinematics node, basic features
2016-04-06 18:32:38 +02:00
Rémi Verschelde
097eedbc73 Port 2D demos to TSCN/TRES formats
Part of #4196.
2016-04-02 14:39:08 +02:00
Rémi Verschelde
a6d3c8816e Fix last two bindings in input_mapping demo
Also connect the signal from script, as it makes it easier to understand
than by having to check the connected signals via the GUI.
2016-04-01 08:39:18 +02:00
Sergey Lapin
8194fbaa78 InverseKinematics node, basic features
I don't already know how the fuck it works, but it is.
A bit slow currently, but hope to improve it soon.

The current limitations:

1. No constraints. At all.
2. Used simplest CCD algorithm, I just can't believe
in jacobian construction from code.
3. Slow to get to target.
2016-03-31 12:43:00 +03:00
Juan Linietsky
b9155df063 Completed the support for plugins! It is not possible to add plugins.
Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
2016-02-27 23:12:27 -03:00
Rémi Verschelde
9fc6eaa11f screen_shaders: convert demo images to JPG 2016-02-27 20:54:21 +01:00
Rémi Verschelde
a3980fb5f8 normalmap demo: convert images to JPG
To make the demos lighter
2016-02-27 20:54:21 +01:00
Rémi Verschelde
5525773af5 Remove Noto Sans font from translation demo (heavy!) 2016-02-27 20:54:21 +01:00
Rémi Verschelde
4495c95aa6 Drop polygon path finder demo
It is obsoleted by the easier NavigationPolygon API and the feature will likely be dropped in the future (see #3740)
2016-02-17 21:14:59 +01:00
George Marques
4402277f83 Fix wall_deco tile position in Platformer demo
Correct the offset introduced by the fix #3204
[ci skip]
2016-01-30 13:02:31 -02:00
hondres
e700829bf9 update joystick demo with joy_connection_changed handling 2016-01-26 14:33:12 +01:00
Juan Linietsky
050011628a make animation work again in P3d demo, fixes #3151 2016-01-10 17:59:24 -03:00
hondres
0d938dab07 visual representation for joystick demo 2016-01-06 01:01:50 +01:00
Juan Linietsky
b6b1d0181f restored this config 2016-01-04 00:02:30 -03:00
Juan Linietsky
d99377883f -Fix crash at exit due to unnecesary check in command queue, fixes #2034
-Fix memory corruption due to using wrong singleton in multithreaded physics, fixes #2760
2016-01-04 00:00:33 -03:00
eska
d2ac7cf206 Update Autoload demo 2015-12-09 23:21:37 +01:00
Rémi Verschelde
073fa75376 Use get_current_scene() instead of hack 2015-12-09 08:39:12 +01:00
Rémi Verschelde
abf6d2f1e6 Move polygon_path_finder demo to demos/3d since it uses 3D nodes
Also took the opportunity to "touch" each demo's engine.cfg in reverse alphabetical order to get the listed in natural order in the project manager.
2015-12-09 08:39:12 +01:00
Rémi Verschelde
eb167ebcaa Remove systematic "Init(i)alization here" from _ready() 2015-12-09 08:39:12 +01:00
Rémi Verschelde
d6642f26ca Improve code formatting
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - spaces around weak operators (+, -), no spaces around strong operators (*, /)
 - spaces around comparison operators and compound assignment operators
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines
 - comment sentences start with an upper-case letter
2015-12-09 08:39:12 +01:00
Rémi Verschelde
9305b1a0ee Update 2D demos scenes for 2.0 format 2015-12-09 08:39:12 +01:00
Rémi Verschelde
f76b29f30d Use upper-cased first letter at the start of comment sentences 2015-12-09 08:39:12 +01:00
Rémi Verschelde
708a0caf4a Improve code formatting and update to 2.0
The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - space around weak operators (+, -), no space around strong operators (*, /)
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines

The scene files were resaved with the (current) 2.0 format, and some scenes that were in XML format were converted to SCN, to be consistent across all demos.
2015-12-09 08:38:23 +01:00
Juan Linietsky
94521880de Merge pull request #2719 from SaracenOne/clipping_fix
Canvas Clipping fix
2015-12-08 17:18:19 -03:00
Franklin Sobrinho
14e34f002c Better hidden folders display preferences for editor file dialogs 2015-12-06 19:35:31 -03:00
Rémi Verschelde
4aeff28680 Replace hardcoded references to Okam Studio by Godot Engine
Since the engine development is now independent.
Fixes #2836.
2015-11-27 18:54:09 +01:00
Rémi Verschelde
1e0f35315b Make all demo icons 8-bit/color RGB(A)
Godot does not seem to like 8-bit colormaps.
Fixes #2874.
2015-11-23 00:19:00 +01:00
Saracen
53f96916b7 Modification to GUI in 3D demo to show resolved viewport clipping bug and small fix to bug causing viewport clipping to be inverted. 2015-11-19 23:47:25 +00:00
Rémi Verschelde
71341fc1c1 Add icons to all demos that can have a meaningful one 2015-11-19 23:45:37 +01:00
Rémi Verschelde
fb06e585ff Rename polygon_path_finder demo and add icon 2015-11-19 23:45:37 +01:00
Juan Linietsky
7f9fb163c9 Merge pull request #2700 from neikeq/demo_icons
Added project icon to some demos
2015-11-18 19:20:21 -03:00
Juan Linietsky
fa8039098c Merge pull request #2642 from leezh/nrex-update
Updated nrex with new features
2015-11-18 19:13:57 -03:00
Zher Huei Lee
db98d209cd Updated RegEx demos 2015-11-07 11:03:24 +00:00
neikeq
2fd6e70d50 Added some demo icons 2015-10-29 20:37:09 +01:00
firefly2442
b117d9f68f fix icon locations in demo projects 2015-10-21 14:29:52 -05:00
Juan Linietsky
0dd3288c17 Merge pull request #2402 from ERIIX/master
Properly free enemies after death in 3d platformer demo.
2015-10-17 10:43:17 -03:00
Juan Linietsky
0cb2c99169 Merge pull request #2522 from ricpelo/master
Disable filters for tilemap in 2D Platformer demo
2015-10-17 10:06:27 -03:00
reduz
b0cb985f8f Large improvements on scene packing and management
-Ability to edit and keep changes of instanced scenes and sub-scenes
-Ability to inherit from other scenes
2015-10-10 09:09:09 -03:00
Ricardo Pérez
af13d3370e Disable filters for tilemap in 2D Platformer demo
Fixes #2452
2015-09-24 12:03:06 +02:00
Juan Linietsky
db7b6b9186 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
reduz
d2977d2b37 Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.

Have Fun!
2015-09-15 22:07:03 -03:00
Juan Linietsky
5a19b52261 HTML5 exporter Improvements
-Better template handling
-Voice support
-Stream support
2015-09-10 00:10:54 -03:00
Juan Linietsky
e275e4b9b9 merged some stuff for okam 2015-09-03 23:24:55 -03:00
Eric R. Monson
55de6ca05a Properly free enemies after death in 3d platformer demo.
Previously, they stuck around as invisible physics objects. This fix is much
cleaner than my previous attempts, as it uses the ability to call a function
from an animation as is done in the 2d platformer demo.
2015-08-28 11:15:31 -07:00