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

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