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mirror of https://github.com/godotengine/godot.git synced 2025-11-09 12:50:35 +00:00

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

@@ -1202,7 +1202,7 @@ RID VisualServerRaster::camera_create() {
}
void VisualServerRaster::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
VS_CHANGED;
VS_CHANGED
Camera *camera = camera_owner.get( p_camera );
ERR_FAIL_COND(!camera);
camera->type=Camera::PERSPECTIVE;
@@ -1226,7 +1226,7 @@ void VisualServerRaster::camera_set_transform(RID p_camera,const Transform& p_tr
VS_CHANGED;
Camera *camera = camera_owner.get( p_camera );
ERR_FAIL_COND(!camera);
camera->transform=p_transform;
camera->transform=p_transform.orthonormalized();
}
@@ -3531,6 +3531,15 @@ void VisualServerRaster::canvas_item_add_set_blend_mode(RID p_item, MaterialBlen
canvas_item->commands.push_back(bm);
};
void VisualServerRaster::canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) {
VS_CHANGED;
CanvasItem *canvas_item = canvas_item_owner.get( p_item );
ERR_FAIL_COND(!canvas_item);
canvas_item->sort_y=p_enable;
}
void VisualServerRaster::canvas_item_add_clip_ignore(RID p_item, bool p_ignore) {
VS_CHANGED;
@@ -5591,26 +5600,30 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
float opacity = ci->opacity * p_opacity;
#ifndef ONTOP_DISABLED
CanvasItem **child_items = ci->child_items.ptr();
int child_item_count=ci->child_items.size();
int top_item_count=0;
CanvasItem **top_items=(CanvasItem**)alloca(child_item_count*sizeof(CanvasItem*));
CanvasItem **child_items=(CanvasItem**)alloca(child_item_count*sizeof(CanvasItem*));
copymem(child_items,ci->child_items.ptr(),child_item_count*sizeof(CanvasItem*));
if (ci->clip) {
rasterizer->canvas_set_clip(true,global_rect);
canvas_clip=global_rect;
}
if (ci->sort_y) {
SortArray<CanvasItem*,CanvasItemPtrSort> sorter;
sorter.sort(child_items,child_item_count);
}
for(int i=0;i<child_item_count;i++) {
if (child_items[i]->ontop)
top_items[top_item_count++]=child_items[i];
else {
_render_canvas_item(child_items[i],xform,p_clip_rect,opacity);
}
continue;
_render_canvas_item(child_items[i],xform,p_clip_rect,opacity);
}
#endif
if (s!=0) {
@@ -5746,20 +5759,13 @@ void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Mat
rasterizer->canvas_set_clip(true,canvas_clip);
}
#ifndef ONTOP_DISABLED
for(int i=0;i<child_item_count;i++) {
for(int i=0;i<top_item_count;i++) {
_render_canvas_item(top_items[i],xform,p_clip_rect,opacity);
if (!child_items[i]->ontop)
continue;
_render_canvas_item(child_items[i],xform,p_clip_rect,opacity);
}
#else
for(int i=0;i<p_canvas_item->child_items.size();i++) {
_render_canvas_item(p_canvas_item->child_items[i],xform,p_clip_rect,opacity);
}
#endif
if (ci->clip) {
rasterizer->canvas_set_clip(false,Rect2());