Commit Graph

130 Commits

Author SHA1 Message Date
Jakub Grzesik 2c012b4e59 basic fixes for project.godot files 2017-07-26 20:06:21 +02:00
Jakub Grzesik a282a85cb3 change PoolFloatArray to PoolRealArray in tscn files 2017-07-26 18:32:08 +02:00
Martin Capitanio f2e83c23af 2d/hexagonal_map: Fix tile positions and offsets. 2017-07-07 10:04:48 +02:00
Rémi Verschelde 00f2097972 platformer2d: disable filter and fix stage tilemap 2017-07-01 21:45:02 +02:00
Juan Linietsky 13eab7d1aa Added visual script pong 2017-07-01 07:29:39 -03:00
Juan Linietsky 4593bdcc64 GUI demos converted to 3.0 2017-06-28 15:11:35 -03:00
Rémi Verschelde c6a2f0ea7a Delete .import folders that should not have been versioned 2017-06-27 19:17:38 +02:00
Juan Linietsky b9c4670f44 Ported screen space shaders demo, meaning SCREEN_TEXTURE works finally! 2017-06-26 22:42:53 -03:00
Juan Linietsky 8f6370f13d New pong demo that uses Godot as intended, erased old one. 2017-06-25 20:40:04 -03:00
Juan Linietsky 023521c1c9 This will make Akien angry (was left there as i was testing the feature..) 2017-06-25 19:15:26 -03:00
Juan Linietsky c3899b9e7d WIP porting demos 2017-06-25 08:00:20 -03:00
Juan Linietsky 6ef185c192 begun porting demos, platformer is working (mostly) 2017-06-23 07:44:27 -03:00
Samuel Verschelde 8ff2aec4f1 Allow changing player facing side while in the air
* As soon as the user wants to change direction while in the air, change
  the character's facing side.
* This allows for example shooting left then right while in the air and
  gives a better feeling.
2017-02-06 14:08:01 +01:00
William Tumeo c6a09b1a7e Add setget method and tool mode 2016-12-03 16:03:32 -02:00
William Tumeo 2ea9e52dd7 Add split-screen modes (horizontal/vertical) 2016-10-03 20:56:45 -03:00
William Tumeo 8f46b78b5c Export player index 2016-10-01 01:56:30 -03:00
Rémi Verschelde 80aea98747 split screen platformer: fix duplicate key binding 2016-09-18 09:18:59 +02:00
Juan Linietsky 10fcf1629b Added split screen platformer. 2016-09-14 15:54:59 -03:00
Juan Linietsky cf98fed099 forgot to check on floor before jumping 2016-09-04 23:35:34 -03:00
Juan Linietsky 1a7e9e0dc4 Platformer demo now uses Kinematic Controller 2016-09-04 23:14:23 -03:00
Juan Linietsky d9c91b93d9 Added a simple multiplayer test 2016-08-19 16:47:48 -03:00
Ignacio Etcheverry 6e7b633a41 Fix tiles in hexamap demo 2016-07-18 21:35:52 +02:00
jmintb 25afca1a32 Switched the space shooter demo from none fixed process to fixed process 2016-05-31 07:33:25 +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 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
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
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
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 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
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
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 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
Juan Linietsky 7c5a517fcf Live edit WORK IN PROGRESS
1) press the heart while the game is running
2) select a scene to live edit from the opened scenes
3) edit/add/remove nodes or resources, change their properties, etc.
4) watch changes reflected in running game, in all places this scene is
edited
5) It's not perfect obviously, but the aim of it is to try to reflect
your changes as best as possible in the running game.
2015-08-02 12:30:01 -03:00
Juan Linietsky b0d285a546 more code completion improvements
-calltip dissapears with more types of keypresses or when pressing ')'
-properly looks into autoloaded scripts or nodes with another script for
script functions/variables/etc.
2015-06-27 15:52:39 -03:00
Juan Linietsky 10751deaee added ability to define signals in script
closes #2175
2015-06-24 13:29:45 -03:00
Juan Linietsky 3e9d64f00a Merge pull request #2080 from bojidar-bg/patch-1
Fix to #2079
2015-06-22 23:56:38 -03:00