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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)
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84 changed files with 1660 additions and 344 deletions
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@ -262,7 +262,7 @@ void Camera::_notification(int p_what) {
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Transform Camera::get_camera_transform() const {
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return get_global_transform();
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return get_global_transform().orthonormalized();
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}
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void Camera::set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far) {
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@ -695,7 +695,7 @@ Vector<Plane> Camera::get_frustum() const {
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else
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cm.set_orthogonal(size,viewport_size.get_aspect(),near,far,keep_aspect==KEEP_WIDTH);
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return cm.get_projection_planes(get_global_transform());
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return cm.get_projection_planes(get_camera_transform());
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}
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@ -704,7 +704,7 @@ Vector<Plane> Camera::get_frustum() const {
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void Camera::look_at(const Vector3& p_target, const Vector3& p_up_normal) {
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Transform lookat;
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lookat.origin=get_global_transform().origin;
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lookat.origin=get_camera_transform().origin;
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lookat=lookat.looking_at(p_target,p_up_normal);
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set_global_transform(lookat);
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}
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