370 Commits

Author SHA1 Message Date
Yao Wei Tjong 姚伟忠 c8469ba8c3 Fix Editor crash after a component is selected.
Fix #2384
2019-05-19 15:50:37 +08:00
Yao Wei Tjong 姚伟忠 8b644c22ce Quick fix for Editor segfault during starting up. 2019-05-19 15:50:37 +08:00
Arnis Lielturks d4cf8a9f05 localization JSON file now supports simple key-value structure (#2359)
* localization JSON file now supports simple key-value structure

* docs updated, code refactoring

* minor fix

* AngelScript integration fixed
2019-02-16 14:42:01 +02:00
Neal_Nicdao b1c3ce30ec Added new EmitterTypes
* Added SphereVolume, Cylinder, and Ring enum with calculations
 * Modified EditorParticle to incorporate new emitter shapes
2018-11-25 21:25:58 +08:00
Yao Wei Tjong 姚伟忠 81d66be594 Fix editor's OK button due to StringHash is now case-senstive. 2018-08-26 11:57:55 +08:00
Arnis Lielturks e363036036 kNet replaced with SLikeNet (RakNet fork). 2018-08-11 20:35:09 +08:00
1vanK 2482502b84 Editor: more info about models 2018-05-14 07:43:45 +08:00
Yao Wei Tjong 姚伟忠 3a76654c44 Demonstrate how to bring to front an UI-element.
Close #2251.
2018-02-04 16:11:50 +08:00
Yao Wei Tjong 姚伟忠 80668bf125 Add Scene::IsReplicatedID() static helper method for code reuse.
Modify the Angelscript binding of the Component::IsReplicated() to use asMETHODPR macro to keep VS happy.
2018-01-28 07:38:58 +08:00
Yao Wei Tjong 姚伟忠 23a696676d Add IsReplicated() method for Node and Component classes.
Close #2211.
2018-01-28 00:11:31 +08:00
Yao Wei Tjong 姚伟忠 d368227648 Minor formatting and modernizing the code.
Close #2214.
2018-01-26 07:56:25 +08:00
Ricardo Abreu c6a6598764 Add stretchable sprite component and corresponding sample. 2018-01-26 06:57:23 +08:00
Yao Wei Tjong 姚伟忠 c29cb530b6 Clang-Tidy - google-default-arguments.
Refactor Serializable::Load(), Seriazable::LoadXML(), and Serializable::LoadJSON() virtual methods.
2017-12-31 13:48:27 +08:00
Yao Wei Tjong 姚伟忠 65e9d62fc6 Merge branch 'master' of https://github.com/SuperWangKai/Urho3D. 2017-12-20 01:14:21 +08:00
thesquib 0a5f12c495 Fix incorrect comment in AS 2017-11-23 23:04:08 +13:00
thesquib b46db86f24 Updated for current Urho3D, modified isometric demo to include interactions similar to the 2d platformer. 2017-11-23 23:01:51 +13:00
Mike3D e7ff66e6d7 Added 2 Urho2D samples (isometric demo and platformer) 2017-11-23 23:01:50 +13:00
SuperWangKai 395651fafd Improved robustness when view closer 2017-09-11 10:26:56 +08:00
SuperWangKai f258f10c0c Fixed bounding box merging problem for node and component 2017-09-09 00:29:17 +08:00
SuperWangKai 637e5b548b Typo fixed. 2017-09-09 00:01:38 +08:00
SuperWangKai fcc1071f64 Add 'Rotate Around Selection' to simulate the legacy way of camera orbit 2017-09-08 16:31:21 +08:00
SuperWangKai 2367f9eec8 Interrupt camera interpolation when user pan/orbit/zoom camera 2017-09-08 15:42:28 +08:00
SuperWangKai 0e88ed738e Editor camera improved:
1. Camera now has a virtual look-at point. Camera can now rotate around the look-at point or as well as itself. No focus will be lost during camera operation (issue #2039). New object can place at this look-at point(view center).
2. Better camera close-look - adjust pos/zoom of camera and make view frustum fit the calculated bounding box of selected nodes and components.
3. Double click component in Hierarchy Window can also look close to the node.
4. Camera smooth interpolation - pos/rot/zoom smooth interpolating for close-look, top/front/side view switching.
5. Removed MouseWheelCameraPosition to make camera less confusing.
6. Key/Mouse changed - Added F key(Standard Hotkey, many popular tools use this key) and NumPad Period(Blender Hotkey) for camera close-look. Moving middle mouse button for orbiting around look-at and right button movement for orbiting around camera itself (For standard Hotkey).
2017-09-06 16:51:30 +08:00
Eugene Kozlov b617a576c4 Added attribute metadata. Removed attribute variant structure element names. Resolves #1766. 2017-08-27 12:02:47 +03:00
Lasse Öörni 50fbdbd12e UIComponent AngelScript API fix, AS example and shutdown crash fix. 2017-08-23 22:02:51 +03:00
Eugene Kozlov d537c2027a Merge pull request #2061 from eugeneko/navmesh-streaming
Navmesh streaming
2017-08-12 15:52:35 +03:00
Eugene Kozlov ef3b6efd96 Add streaming mode to Lua samples 15_Navigation and 39_CrowdNavigation. Minor changes. 2017-08-08 01:34:57 +03:00
Eugene Kozlov f84e9d1392 Add streaming mode to C++ samples 15_Navigation and 39_CrowdNavigation . Fix using outdated navigation mesh data for streaming. 2017-08-08 01:34:57 +03:00
Eugene Kozlov 20d2133f13 Add streaming mode to AS sample 15_Navigation. 2017-08-08 01:34:57 +03:00
Eugene Kozlov f7573971f4 Update Navigation AS API. Add streaming mode to AS sample 39_CrowdNavigation. Disable bounding box padding on NavigationMesh::Allocate. Send E_NAVIGATION_MESH_REBUILT on NavigationMesh::Allocate. 2017-08-08 01:34:56 +03:00
TheComet e134de1b18 Updating sample scripts 2017-08-06 17:09:27 +02:00
TheComet 4f96c7c29f Refactoring the 'feature' setters and getters into a single method. Renaming a few things to be more consistent. Adding Documentation 2017-07-28 18:36:57 +02:00
TheComet 4a6d86804e Fixing bugs, updating script bindings and sample code 2017-07-28 03:42:16 +02:00
Lasse Öörni 83c17c7dc6 Robustness improvements for terrain editor brush loading. Closes #2011. 2017-07-06 18:13:13 +03:00
Iain Merrick 0450bcd11e Add configurable oversampling to improve subpixel font rendering (#1953)
Subpixel-positioned text looks blurry, due to bilinear filtering of the
underlying texture. The basic idea here is to stretch the font glyphs
horizontally to increase the sharpness at subpixel positions. The
stretched images need to be smoothed to avoid aliasing artifacts; this
is done in FontFaceFreeType::BoxFilter().

Glyphs are always pixel-aligned vertically, so no vertical oversampling
is needed.

To make this feature comprehensible (I hope!) I've removed the
'subpixelGlyphPositions' flag and replaced it with a couple of values:
'fontSubpixelThreshold' sets the point at which subpixel positioning
kicks on, and 'fontOversampling' controls the amount of stretching.

The default values are 12pt text and 2x oversampling. These are fairly
conservative settings, which should improve small text without wasting
a lot of memory.

Note that when the font hint level is NORMAL (the default), subpixel
positioning and oversampling are both disabled. So, this feature doesn't
change any default behavior, and applies some hopefully sensible values
if the hint level is set to LIGHT or NONE.
2017-07-03 11:21:47 -05:00
Iain Merrick e603eed814 Add a 'subpixel glyph positions' option to UI (#1953)
When this option is enabled, text will be formatted with subpixel
(fractional) positions on the x-axis. Positions on the y-axis are
still pixel-aligned.

Note that this option has no effect if the hinting level is set
to FONT_HINT_LEVEL_NORMAL, as each glyph is rounded to an integral
pixel size by the hinter. It only makes a different if the hinting
mode is LIGHT (vertical hinting only) or NONE.

With subpixel positioning, the output will look blurrier due to
texture filtering. TODO: Add horizontal oversampling to improve
sharpness. That needs extra memory so it should be configurable.
2017-06-20 17:04:56 -05:00
Iain Merrick 1e3a1edd45 Change font size to a float (closes #1952)
This commit changes the 'pointSize' parameter in Font, Text
and Text3D from an int to a float, allowing e.g. 14.5pt text.
Note that when hinting is enabled, font metrics are snapped
to pixel boundaries, so the effect may be hard to see unless
you also set UI.FontHintLevel to LIGHT or NONE.

This is a change to the public API, but existing code (including
scripts) should compile and run as before.
2017-06-18 22:27:59 -05:00
Lasse Öörni b9c3199a25 Merge remote-tracking branch 'iainmerrick/font_hinting' 2017-06-17 22:17:59 +03:00
Lasse Öörni e5dcfdafbb Merge remote-tracking branch 'dragonCASTjosh/master' 2017-06-17 00:08:03 +03:00
Iain Merrick 282f250e3a Add UI.FontHintLevel property
There are three levels: NORMAL (the default), LIGHT and NONE.
The LIGHT level makes FreeType align font outlines to pixel
boundaries vertically, but not horizontally.
2017-06-15 15:30:28 -05:00
Iain Merrick db6f4f9029 AngelScript version of Typography sample program 2017-06-13 13:40:31 -05:00
dragonCASTjosh 53c36d25f9 Added PBR demo changes to LUA and AS 2017-06-13 19:25:40 +01:00
Lasse Öörni 392155397b Add / remove the vehicle Action when RaycastVehicle component is enabled or disabled. Closes #1954. Minor code reformatting in 46_RaycastVehicleDemo.as. 2017-06-03 23:22:29 +03:00
Lasse Öörni 94af133ca4 For increased sharpness and to avoid artifacts, switch UI texture to nearest filtering when scaling the editor UI. 2017-05-09 01:02:49 +03:00
1vanK fa767d1dc1 40_Localization: Center mouse on start 2017-05-05 19:39:45 +03:00
Lasse Öörni f413945c98 Fix editor UI resolution detection for whether to lay out the status text on 1 or 2 rows. 2017-05-03 02:00:53 +03:00
Lasse Öörni d4df1937c8 Line breaks formatting for RaycastVehicle demo code. 2017-04-29 20:33:36 +03:00
Lasse Öörni 13cfad66ef RaycastVehicle code / comments formatting and AngelScript fix. RegisterRaycastVehicleLibrary function removed and class registration performed as part of Physics library initialization instead. 2017-04-29 20:21:55 +03:00
Sergey Lapin e50ec947a8 RaycastVehicle AngelScript demo code 2017-04-25 13:45:09 +03:00
Lasse Öörni 5fecffe8bd Fix dialog centering in the editor to use UI root size instead of screen size, which may not be the same. 2017-04-22 13:03:06 +03:00