Commit Graph

539 Commits

Author SHA1 Message Date
Lasse Öörni
6a3bbb8aab Fix D3D11 constant buffers for VSM. Fix editor shadow mode selection. Fix script API for new shadow modes. Fix debughud for new shadow modes. Edit documentation to refer to new shadow modes. Added contributor credit. Some code convention edits, e.g. VSM instead of Vsm. Dump new NinjaSnowWarShaders.xml file. 2015-12-18 14:22:24 +02:00
Lasse Öörni
95f3cecc30 Add the NOUV mechanism for Depth & Shadow HLSL shaders. Document the significance of providing all vertex attributes expected by shader on D3D11. Tabs to spaces in Reference.dox. 2015-12-15 11:01:10 +02:00
Nick Royer
10bad1e36a Added JSON animation triggers as well as a few quick file filter
settings for the editor and documentation changes.
2015-12-10 14:31:05 -06:00
Lasse Öörni
a4e22db6e5 Auto-resize the UI root when scale is changed. Fix Console to support scaled UI. Add UI scale Lua bindings. Tweak UI scale AngelScript bindings. Fix UI render scissor region to work properly with scaled UI. Added brief documentation on UI scaling. 2015-12-01 16:08:15 +02:00
Lasse Öörni
29e62526eb Added event for sound playback finished. Deprecate SoundSource::SetAutoRemove() and change samples + NinjaSnowWar to not use it. Fix network replication of SoundSource to work with repeated playback on the same source. 2015-11-25 22:50:19 +02:00
Yao Wei Tjong 姚伟忠
69ea5e6863 Minor documentation update to replace old class references. 2015-11-22 09:48:43 +08:00
Yao Wei Tjong 姚伟忠
22bd3de807 Refactor resource prefix path parameter to accept a list of paths.
Close #1000.
2015-11-03 17:46:56 +08:00
Lasse Öörni
11139ac726 Clarify documentation on InvSize and Offsets uniforms set during quad rendering. 2015-11-02 16:05:23 +02:00
Lasse Öörni
60d946eb64 Option to enable threaded occlusion rendering. May actually result in worse performance, so disabled by default. Report number of rendered occluders accurately (taking into account occluders rejected by being occluded themselves, or by running out of triangles.) Closes #970. 2015-10-25 20:53:25 +02:00
Lasse Öörni
58a6c38088 Minor documentation updates to refer to the renamed macros. 2015-10-23 22:27:55 +03:00
Lasse Öörni
b616aa6272 Merge remote-tracking branch '1vanK/master'
Conflicts:
	Source/Urho3D/Engine/DebugHud.cpp
	Source/Urho3D/Engine/Engine.cpp
2015-10-23 22:27:39 +03:00
Ivan K
31f3c9ab65 DEFINE_APPLICATION_MAIN -> URHO3D_DEFINE_APPLICATION_MAIN 2015-10-21 23:08:28 +04:00
Ivan K
4bcbae61fe HANDLER -> URHO3D_HANDLER 2015-10-21 21:49:02 +04:00
Lasse Öörni
d264f35c9d Add note of documentation to the contribution chceklist. 2015-10-21 12:18:36 +03:00
Ivan K
f02cd63437 OBJECT -> URHO3D_OBJECT 2015-10-21 11:12:45 +04:00
Lasse Öörni
6eb9eac4cb Update documentation on using Viewport::SetCullCamera(). Remove outdated documentation related to instancing. 2015-10-16 13:21:34 +03:00
Lasse Öörni
04dba029ed Clarifications for third party library use in the contribution checklist. 2015-10-11 20:14:01 +03:00
Lasse Öörni
e6e16b90ed Minor code formatting. Document that we have returned to the old behavior of not notifying dirty node transform if it was already dirty before, and users of the TransformChanged() function should read the node's world transform to ensure continued notifications. 2015-10-10 14:42:29 +03:00
Yao Wei Tjong 姚伟忠
fde2ad45ac Fix Android and Raspberry-Pi build by always disabling SSE support.
[ci only: RPI, Android]
2015-10-10 17:49:29 +08:00
Mike3D
730388c0ce Fixed SplinePath AngelScript bindings and added documentation for it. 2015-10-08 14:00:44 +02:00
Lasse Öörni
2fcbaae59d Fix duplicate section name in shader fileformat documentation. 2015-10-01 11:11:45 +03:00
Lasse Öörni
e55915502e Added MM_FREE mouse mode, which allows the cursor to move around and go out of the window also when hidden, and give accurate GetMousePosition() readings when inside the window. Closes #904. 2015-09-22 13:36:07 +03:00
Lasse Öörni
6f01d1cac9 Added globalVars VariantMap to AngelScript API which can be used to share data between script modules or persist data through script reloads. 2015-09-16 17:58:49 +03:00
Lasse Öörni
f32ef3149b Added explanation on color correction & 3D textures. Closes #880. 2015-09-09 12:12:31 +03:00
Thorbjørn Lindeijer
6e2eb72a25 Removed outdated warning in TMX documentation
No longer relevant since change 094d146c3c.
2015-09-07 10:48:03 +02:00
Yao Wei Tjong 姚伟忠
d8fcc094b9 Minor documentation page update. [ci only: master] 2015-09-03 17:56:26 +08:00
Lasse Öörni
6b33ba60f9 Allow multiple resource routers in ResourceCache. Script subsystem installs its own resource router to allow loading compiled scripts (.asc) when the originals (.as) don't exist. Closes #864. 2015-08-31 12:41:12 +03:00
Yao Wei Tjong 姚伟忠
f9e27e33f2 Ensure Lua function references are released when refcounter reaches 0.
Add support for constructing Lua function from C function.
2015-08-28 16:27:30 +08:00
Yao Wei Tjong 姚伟忠
c2471a240a Reorganize includes for Samples and Extras.
Since the URHO3D_PCH build option is made available to support non-PCH build, our build system does not rely on precompiled header to include the Urho3D.h export header anymore. The export header is auto-included by one of Urho3D headers when it is required using the right format with the help of URHO3D_IS_BUILDING compiler define. As such, there is no need to explicitly include Urho3D.h in external project too. Sorry for the flip-flop.
2015-08-27 18:07:20 +08:00
Yao Wei Tjong 姚伟忠
61647bb887 Optimize Lua Variant class bindings.
Take advantage of Lua being type-less by binding generic methods that can handle all the supported data type conversion.
At the same time reduce the amount of the overloads generated by tolua++ which could be potentially just dead code.
2015-08-24 13:26:25 +08:00
Yao Wei Tjong 姚伟忠
102e8862bd Avoid repetition by accessing Variant::value directly via friend func. 2015-08-19 00:13:51 +08:00
Yao Wei Tjong 姚伟忠
b202aa6ee7 Minor typo correction on Lua scripting documentation page. 2015-08-18 17:12:37 +08:00
Yao Wei Tjong 姚伟忠
4c7f8664b6 Further improve Lua binding for Variant and VariantMap classes.
- VariantMap can be indexed by a StringHash object directly.
- Bind a generic Get() method for Variant class to automatically "unbox" the stored object and assign it to a type less Lua object.
- Prevent Lua VM crashes when invalid type name is being passed when calling GetVoidPtr() and GetPtr().
2015-08-18 17:04:55 +08:00
Yao Wei Tjong 姚伟忠
f65b938e1b Update documentation page for LuaScript.
Indexing VariantMap on Lua is now similar to C++ and AngelScript.
2015-08-13 20:39:47 +08:00
Yao Wei Tjong 姚伟忠
93f55dc5ad Minor documentation update on Database page.
[ci only: master]
2015-08-10 15:54:33 +08:00
Yao Wei Tjong 姚伟忠
7a7f250996 Add new documentation page for database subsystem. 2015-08-10 01:51:26 +08:00
Lasse Öörni
cb0cd03930 Add note of VS output / PS input semantics requiring the same order on D3D11. 2015-08-08 22:53:59 +03:00
Lasse Öörni
b53b584123 8-bit render order support in materials. This adjusts the drawing order within a scene pass, and takes precedence over both state & distance sorting. 2015-08-06 16:42:52 +03:00
Lasse Öörni
e594b9e6dd Edit Localization docs. Minor comment edit. 2015-07-21 14:33:23 +03:00
Lasse Öörni
87c8a0874a Merge remote-tracking branch '1vanK/improvements' 2015-07-21 13:46:06 +03:00
Ivan K
9c78d9bcb9 Localization: documentation 2015-07-20 07:13:37 +04:00
Ivan K
d540f79eec Localization: fixes, adding comments, reworking samples, partial russification of editor 2015-07-19 16:07:24 +04:00
Lasse Öörni
f5b2a17458 Add note of acceptable 3rd party licenses in the contribution checklist. 2015-07-16 22:55:26 +03:00
Lasse Öörni
6f8ed55c0a Fix the Depth shader on D3D11. Simplify View code to determine whether a substitute RT for the backbuffer is needed. Fix having to render the hardware depth stencil twice in the ForwardDepth renderpath. 2015-07-14 19:32:58 +03:00
Yao Wei Tjong 姚伟忠
f0d107d3db Add new build option to support non-PCH build.
In order to achieve this, the Precompiled.h is now included back in all the Urho3D implementation source file. So, when the Precompiled.h is not being force-included in the PCH build, then the compiler is still able to find all the required symbol declarations. By doing so, it should also fix the indexer in some IDEs to index all the Urho3D declared symbols correctly whether it is a PCH build or not.
2015-07-07 23:43:56 +08:00
Lasse Öörni
796dfa52e3 Updated warning in documentation for creating components to out-of-scene nodes. 2015-07-02 20:24:39 +03:00
Lasse Öörni
94d53fd687 Remove obsolete remark from documentation; to be verified with e.g. physics components. 2015-07-01 23:47:30 +03:00
David Feltell
414e92dad2 Tidied/updated Lua raw script loader CMake definition and documentation.
* Tidied CMake definition and defaulted to disabled for
multi-configuration build types.
* Added CMake variable to table in "Building Urho3D" docs page.
* Added a section on "Debugging script files" to the "Lua scripting"
docs page.
2015-06-15 23:59:38 +01:00
Lasse Öörni
d090b0be56 Added blendmode to renderpath commands (only used by QUAD commands.) 2015-05-28 17:00:00 +03:00
Lasse Öörni
bb03eb0f12 Moved the transformation of AngelScript function name to void signature to GetFunction() / GetMethod() to allow all of execute, delayed execute and event subscription to handle either a function name or full signature. Added HasMethod() to ScriptInstance to allow checking for existence of function (avoid error log print in cases where an "optional" function is being called on a script object.) Updated scripting documentation. 2015-05-19 17:27:58 +03:00
Mike3D
5bf52beb81 Small Urho2D documentation update based on forum questions 2015-05-19 14:37:57 +02:00
JSandusky
4fd8bc00d6 Updates to Navigation documentation 2015-05-14 23:43:11 -04:00
Lasse Öörni
1826c7ee55 Minor render path documentation edits. 2015-05-07 22:27:59 +03:00
Lasse Öörni
15f338b3c0 Allow RenderPath to define cube map rendertargets. Allow RenderPath to refer to rendertargets created programmatically and stored as named manual resources. 2015-05-07 18:56:00 +03:00
Lasse Öörni
da7dda75c0 Added contributor credit and brief documentation section on the crowd navigation. 2015-05-05 17:33:38 +03:00
Lasse Öörni
0235c02653 Expose Geometry, IndexBuffer & VertexBuffer to script, with VB & IB content access using VectorBuffer. AngelScript 34_DynamicGeometry example. Lua version to follow. 2015-04-27 10:29:38 +03:00
Lasse Öörni
f9c8cb073a Documented material fill mode. 2015-04-20 11:19:52 +03:00
Yao Wei Tjong 姚伟忠
b7f0a1807f Minor documentation update on the build options section.
Add a simple usage instruction on build scripts error.
Related to issues #697 and #698.
2015-04-09 22:27:51 +08:00
Lasse Öörni
d06ffe1445 Merge pull request #680 from urho3d/render-refactor
Render refactor
2015-03-24 23:34:39 +02:00
Lasse Öörni
b8c7c59eca Configure amount of allowed bones for hardware skinning based on the rendering API. Allow 128 bones on Direct3D 11 & OpenGL 3. Add -mb (maxbones) parameter to AssetImporter & OgreImporter. When using OpenGL 3, allow deferred rendering to use different MRT formats without forcing an RGBA substitute rendertarget. 2015-03-21 23:22:08 +02:00
Lasse Öörni
a363fa2b0e Update documentation related to DirectX SDK and shader compiling. 2015-03-21 13:31:01 +02:00
Lasse Öörni
0e17c34570 Typo fix and minor documentation tweak. 2015-03-20 01:17:05 +02:00
Lasse Öörni
99e49ac3b8 Add an 8-bit timestamp to client controls, which gets incremented on each sent update. Echo this timestamp back in server updates sent to client. Allow to intercept network attribute updates into an event instead of applying them immediately, to facilitate implementing application-level client prediction. Add simulated latency & packet loss parameters to Network. Note that these changes break protocol compatibility with earlier Urho3D releases. 2015-03-20 01:05:11 +02:00
Lasse Öörni
006c17f78e Added command line & engine startup option to disable OpenGL 3. 2015-03-17 20:44:49 +02:00
Lasse Öörni
5ba234e68c Minor documentation tweaks. 2015-03-17 02:15:58 +02:00
Lasse Öörni
07a75dc37b Initial OpenGL 3.2 support. 2015-03-16 23:36:35 +02:00
Lasse Öörni
2858755334 Log missing vertex element(s) when vertex layout fails to create. Add texcoords to the editor grid to keep D3D11 happy. 2015-03-15 00:23:49 +02:00
Lasse Öörni
e17a88b46f GetData() on D3D11 for Texture3D & TextureCube. 2015-03-13 09:09:41 +02:00
Lasse Öörni
3759570319 Remove rrr swizzle from lighting shaders to allow the spotlight to be colored. Convert the default spot textures to RGB color to avoid sampling only the R channel on D3D11. 2015-03-12 21:25:42 +02:00
Lasse Öörni
e106f1b389 D3D11 clip plane support. Check that multisample level is supported. Various shader fixes. 2015-03-08 02:57:08 +02:00
Lasse Öörni
b9278e0a94 Implement partial rendertarget clear on D3D11. Implement Graphics::ResolveToTexture() on D3D11. Fix most post-process shaders on D3D11. Readded the custom constant buffer slot. Update documentation. 2015-03-07 23:02:31 +02:00
Lasse Öörni
88080dad31 Remove Shader Model 2 mode & instancing without stream offset (D3D9) as they are hard to test. Added Graphics::GetApiName() function. 2015-02-21 20:53:12 +02:00
Yao Wei Tjong 姚伟忠
8471dcf3e4 Add option to package resource dirs and treat those dirs as build deps.
Fix static library building using emar instead of ar (from host compiler toolchain).
2015-02-13 21:31:59 +08:00
Lasse Öörni
5ab72bf620 Merge remote-tracking branch 'friesencr/sprite_packer' 2015-02-09 23:40:09 +02:00
Chris Friesen
6f383f64df SpritePacker cli 2015-02-07 12:40:01 -06:00
Lasse Öörni
bb2ebf7568 Bump copyright to 2015. 2015-01-31 21:03:53 +02:00
Mike3D
fbc7c06929 Typo 2015-01-31 14:51:08 +01:00
Mike3D
5a7523eddd Urho2D documentation enhancement 2015-01-31 11:23:19 +01:00
Lasse Öörni
40879a3b49 Fix includes and namespace in the application C++ example. 2015-01-21 18:18:06 +02:00
Yao Wei Tjong 姚伟忠
05dd995b85 Refactor all the codes and scripts to use the renamed 'bin' subdir. 2015-01-18 21:40:54 +08:00
Lasse Öörni
0b3e6e2bbb Added "renderui" render path command to render the UI into an arbitrary rendertarget. This disables the default UI render to the backbuffer. Removed functions from UI Lua API that shouldn't be exposed to scripting (update, render.) 2015-01-10 21:10:18 +02:00
Lasse Öörni
64cb9cd104 Use shadow pass to render depth in ForwardHWDepth, so that linear depth is not calculated unnecessarily. 2015-01-10 19:53:25 +02:00
Lasse Öörni
b6caeb02a5 Document depth rendering. Disable depth write when sampling a HW depth texture. Disable stencil optimizations when using a custom depth texture, as in that case stencil channel availability can't be guaranteed. Changed -renderpath command line option to use the full resource name instead of defaulting to the RenderPaths directory. Removed test code from ForwardHWDepth renderpath. Closes #597. 2015-01-10 15:54:00 +02:00
Yao Wei Tjong 姚伟忠
325a4f7365 Refactor to use the newly renamed Source/Urho3D directory. 2015-01-04 22:32:40 +08:00
Yao Wei Tjong 姚伟忠
d75c592bd2 Add new engine parameter to set the location of resource prefix path.
Remove temporary measure instead use the new URHO3D_PREFIX_PATH environment variable to set the resource prefix path for testing the executables.
2015-01-04 22:32:38 +08:00
Lasse Öörni
a8f93ebb70 Fix ObjectAnimation example in docs. 2014-12-16 16:47:32 +02:00
Lasse Öörni
3bf80a5aa2 Cleanup AttributeAnimation docs. 2014-12-16 11:46:49 +02:00
Alex Parlett
c2110573c6 [Added] Documentation
[Added] Sound Type saving in editor
[Changed] Refactored inline with discussion
2014-12-13 09:09:56 +00:00
Lasse Öörni
23a4856b89 Document object attribute and event helper macros. Minor documentation cleanup. 2014-12-04 11:53:48 +02:00
Lasse Öörni
8b22c32f4c Copy the Input::SetMouseMode() documentation also on the Input documentation page. 2014-11-15 20:32:09 +02:00
Lasse Öörni
943a2c348b Added mechanism to limit material techniques on desktop hardware. Closes #516. 2014-11-07 17:33:22 +02:00
Lasse Öörni
b65bb59092 Configurable maximum substeps per frame in PhysicsWorld. Zero (default) = unlimited, positive = limited, negative = adaptive timestep, always 1 per rendering frame. Adaptive step is not recommended when consistent physics behavior is desired. 2014-11-03 18:30:05 +02:00
Jonne Nauha
66913cf103 Engine: New WindowPositionX/Y init params. Sets initial window position prior to SetMode that creates the window. 2014-10-28 01:57:43 +02:00
Lasse Öörni
d7924f907f Added glyph offset functionality to Font. Closes #13. 2014-10-25 23:11:49 +03:00
Lasse Öörni
3f51cee989 Give Data directory priority over CoreData. Give autoload paths priority over the default directories/packages. Fix the resource path/package add priority (index) having no effect, which would result in the editor not giving highest priority to the user's resource data directory. Closes #499. 2014-10-23 11:23:34 +03:00
Yao Wei Tjong 姚伟忠
1f91109413 Minor typo correction on the String::Compare() method. 2014-10-15 12:54:35 +08:00
Lasse Öörni
64929dc50d Add possibility to disable RigidBody mass update to optimize performance when using several collisionshapes in the same node. Closes #489. 2014-10-14 00:41:12 +03:00
Lasse Öörni
7f4b8e5b35 Allow controlling per-viewport if debug geometry should be rendered, instead of hardcoding to just backbuffer views. 2014-10-01 21:15:30 +03:00
Lasse Öörni
cb0103d518 Require always registering remote events for reception. Implement a fixed blacklist of remote events that can not be registered (see Network.cpp). Removed obsolete E_WINDOWMESSAGE event definition. 2014-09-29 14:23:41 +03:00
Lasse Öörni
d1bd8d961b Added ParticleEditor2D to Related Projects. Removed BlenderExporter section from Tools page, instead mention it in AssetImporter's section as an alternative. 2014-09-26 12:18:57 +03:00
Mike3D
ec188940e7 Add external links
Note: Blender add-on is not part of the 'Tools' folder, but I think it fits well in the Tools section.
2014-09-24 14:52:39 +02:00
Mike3D
e142f4f350 Revert back for Animated sprites documentation 2014-09-22 08:45:42 +02:00
Mike3D
18916bb3fd Fix Animated sprites documentation 2014-09-21 08:57:01 +02:00
Lasse Öörni
e9f0baa398 Remote event registration is checked only when receiving. 2014-09-21 00:12:49 +03:00
Lasse Öörni
f1e25381a3 Support single image splitting for cube maps. Closes #445. 2014-09-13 15:33:55 +03:00
Yao Wei Tjong 姚伟忠
b4e857ab4f Set all the headings in Urho2D and scripting API pages to proper case. 2014-09-10 13:06:38 +08:00
Lasse Öörni
6e42d3fc5a Minor doc edits. 2014-08-30 13:29:32 +03:00
Mike3D
51b95f5bfb Added TileMap 2014-08-30 10:43:29 +02:00
Chris Friesen
d12ec82b37 Fix reference to spritehelper url thx Mike3D 2014-08-26 01:01:44 -05:00
Lasse Öörni
0472b4d410 Allow sending client observer rotation in addition to position. Note that rotation is not used by the NetworkPriority component, but can be used for custom logic. Do not send the observer pos/rot until actually set by the client. Closes #428. 2014-08-24 02:42:27 +03:00
Lasse Öörni
6d5c73a15f Note that client cameras should be created into a local node in networked applications. 2014-08-07 10:45:50 +03:00
Lasse Öörni
ad737e0d6e Documentation for background resource loading. Expanded Scene::LoadAsync() to either background load resources only, load scene + resources synchronously, or background load resources first, then load the scene. Closes #406. 2014-07-24 22:45:31 +03:00
Lasse Öörni
df67ccdac7 Merge branch 'master' into threaded-resource-load 2014-07-22 22:33:43 +03:00
Lasse Öörni
4a9ab417a8 As a possible fix to #409, remove the optimization to not mark a node dirty again if it is already dirty. As a consequence the TransformChanged() script function will work more logically. This change would cause reduced performance with a large amount of animating models; to counteract, introduce a "silent update" mechanism for node transforms. 2014-07-22 22:20:14 +03:00
Lasse Öörni
346da1e1f9 Detect main thread when sending events or using profiler blocks; make these no-ops when called from outside the main thread. 2014-07-20 21:32:55 +03:00
Lasse Öörni
e82b3d53a1 Added support for zones defining a texture (either cube or 3D), that will be available in pixel shaders when rendering objects inside the zone. 2014-07-16 16:30:08 +03:00
Lasse Öörni
2f29b3a5c0 Update documentation to not refer to ShortStringHash. 2014-06-29 19:36:14 +03:00
Lasse Öörni
542fa82595 Update documentation. Remove unneeded friend class definition. 2014-06-16 23:02:45 +03:00
Mike3D
7118ecc89b Urho2D documentation update 2014-06-06 20:03:44 +02:00
Lasse Öörni
a089b95d16 Minor documentation wording tweaks. 2014-05-19 10:54:13 +03:00
Mike3D
557f85461e Improved Urho2D and gesture documentation. 2014-05-18 11:43:08 +02:00
Lasse Öörni
c4b337d6b2 Removed outdated documentation on material shader parameters. Added a partial list of engine inbuilt shader uniforms. 2014-05-15 17:07:02 +03:00
Lasse Öörni
affc8df912 Fix duplicate page/section name causing Physics page link to lead to Urho2D page. Closes #338. 2014-05-04 17:06:17 +03:00
aster2013
ab15bf2528 Update Urho2D documentation, it is written by Mike3D, Thanks. [ci skip] 2014-05-03 20:07:18 +08:00
Lasse Öörni
981b5bcac4 Use viewport sized intermediate rendertargets so that pixels outside the viewport never leak into post-processing. Added viewport multiplier mode to renderpath definition. Closes #265. 2014-05-02 22:47:13 +03:00
Yao Wei Tjong 姚伟忠
6ad8c14346 Add engine param for enabling touch emulation during initialization.
Adjust sample base class to add screen joystick on desktop platform when touch emulation is enabled.
2014-04-29 10:36:43 +08:00
Lasse Öörni
cbf91aaa8a Add touch emulation stationary fingers for multi-gestures by pressing down other mouse buttons than the left. 2014-04-28 22:51:55 +03:00
Lasse Öörni
572167b90e Document the touch emulation feature briefly. 2014-04-28 21:36:41 +03:00
aster
b7d536bb5e Update attribute animation doc. [ci skip] 2014-04-21 19:11:20 +08:00
Lasse Öörni
955a8bb34e Joystick refactoring after merging the joystick pull request from thebluefish.
- Fixed "ghost" buttons due to setting button down state both by joystick button and controller button mapping.
- Fixed missing name in joystick state.
- Allow getting joystick state both by joystick ID (Input::GetJoystick()) and a zero-based index (Input::GetJoystickByIndex()).
- Fixed ambiguity in Input class parameter names whether functions take a joystick ID, or an index. Most take joystick ID by now.
- Controller events removed. Controller joysticks will receive ordinary joystick events, but with controller axis & button mappings.
- Joystick identifying parameter in joystick events changed to JoystickID to denote that it's an ID and not a zero-based index.
- Code convention edits to Input code.
2014-04-18 23:33:25 +03:00
Lasse Öörni
0c219cfb35 Document the AutoloadPaths engine startup parameter. Copy also the Extra directory in the Android CopyData batch file. 2014-04-18 00:52:43 +03:00
Lasse Öörni
5b4da41b10 Code cleanup, renamed command line option. Updated AssetImporter documentation. 2014-04-17 15:07:35 +03:00
Lasse Öörni
67e46f1d71 Improve Input documentation. Reorder InputEvents.h to match the order in documentation. 2014-04-16 10:45:12 +03:00
Lasse Öörni
b2b4d4f7da Correct touch gesture term in documentation. 2014-04-15 23:58:04 +03:00
Lasse Öörni
9906e7ed25 Gesture recording/load/save support and gesture events. SDL fixes to gesture events. Closes #304. 2014-04-15 23:48:04 +03:00
aster
098d75bad2 Update Docs/Reference.dox. [ci skip] 2014-04-11 15:53:52 +08:00
Aster Jian
dfbaee4563 Add attribute animation doc.[ci skip] 2014-04-11 12:54:50 +08:00
Lasse Öörni
504d6a5137 Minor edits of the contribution checklist documentation. 2014-04-09 17:19:39 +03:00
Yao Wei Tjong 姚伟忠
46285baf97 Refactor build scripts to group Urho3D specific build option.
Initial support of project configuration and generation via cmake-gui.
2014-04-05 00:20:56 +08:00
Lasse Öörni
6bfcc28010 Allow a pass to be marked as SM3-only, so that rendering limitations can be defined as data-driven instead of hardcoding in the engine. Moved specular disable for SM2 shadowed pointlight from code to shaders. Mention in the documentation that some materials may be too complex for SM2 and dynamic shadows. 2014-03-31 01:17:00 +03:00
Lasse Öörni
1418fb7e83 Changed the SM2.0 tradeoffs to allow 4-sample shadow mapping and to verify that shaders again work on GPU's without hardware shadow compare (eg. Radeon 9800.) Removed unnecessary shader code & simplified the LitSolid & light volume shaders. 2014-03-30 20:27:15 +03:00
Lasse Öörni
c3425334a3 Switch forward light calculations back to world space instead of tangent space to avoid light attenuation bugs when TBN matrix is not orthogonal. Shader code becomes simpler and more similar between forward and deferred, and number of vertex shader variations is reduced, but disadvantage is a more complex pixel shader which requires disabling expensive features on SM2.0 to avoid exceeding the arithmetic instruction limit. Fix cube mapped point light displaying the cube map upside down. Closes #276. 2014-03-30 00:44:07 +02:00
Lasse Öörni
35195939c1 Exposed allowed screen orientations (effective on iOS only currently) and the flush GPU setting as engine startup parameters. 2014-03-28 00:23:31 +02:00
aster2013
d444df2c22 Update documentation.[ci skip] 2014-03-26 12:36:14 +08:00
Alex Parlett
a22a24c0e4 Rename RigidBody::Phantom to RigidBody::Trigger to align it with common terminology for physics. 2014-03-24 20:44:34 +00:00
Lasse Öörni
e8c550a98f Added documentation for the sound streaming feature. 2014-03-19 12:28:11 +02:00
Lasse Öörni
8bf5af9261 Added note that tangents are needed for normal mapping. Clean up SoundSource decoder handling to prepare for application-supplied sound stream. 2014-03-18 15:20:19 +02:00
Yao Wei Tjong 姚伟忠
2404505ff7 Minor typo fix for documentation. [ci skip] 2014-03-18 13:47:10 +08:00
aster2013
87df3902da Update Urho2D Documention.[ci skip] 2014-03-17 11:15:32 +08:00
Lasse Öörni
1d9d0a5736 Synchronize keycode constants with SDL. This changes some constants, like NUMPAD -> KP_. Added SDL scancode constants. Added polling of keys by scancodes, and scancodes into key events. Added conversion functions from keycode to scancode and vice versa, and functions to get key names. Closes #254. 2014-03-15 18:15:11 +02:00