Commit Graph

662 Commits

Author SHA1 Message Date
Modanung
4578d4bbf5 Trimmed checkmarks, modified accept drop cursor and reduced refresh icon size 2018-04-08 12:25:07 +08:00
Modanung
f19c632c62 Modified selection and hover colors in DefaultStyle.xml to match new skin 2018-04-08 12:25:07 +08:00
Modanung
3983f61697 Moved SVG of UI to SourceAssets folder 2018-04-08 12:25:07 +08:00
Modanung
14ba47fe79 Tiny GUI modifications 2018-04-08 12:25:07 +08:00
Modanung
ce3987ff8f Removed old UI from SVG 2018-04-08 12:25:07 +08:00
Modanung
1709bddf76 Created new GUI texture 2018-04-08 12:25:07 +08:00
Yao Wei Tjong 姚伟忠
0631979496
Clean up redundant semicolons in sample Lua scripts.
[ci skip]
2018-02-04 22:58:19 +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
pmatsula
edd3bd9b67
Fixed a serious bug with flipping X and Y (tested), reverted some occasional changes to sample data. 2018-02-04 12:04:35 +08:00
pmatsula
c6eaacddb3
Added more illustrative and yet subtle changes to samples 2018-02-04 12:04:35 +08:00
Pavel Matcula
f007c58b0c
Changed tilemap sample for experiments 2018-02-04 12:04:34 +08:00
Ricardo Abreu
38feb91078 use explicit default initialization in TrailPoint in-class member initializers; add periods to comments. 2018-02-01 18:59:01 +08:00
Ricardo Abreu
10734bad2c fix RibbonTrail coverity issues; CID: 127543, 216057, 216060, 216066 2018-02-01 18:59:01 +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
611fc1fbff
Merge pull request #7 from urho3d/master
Sync with urho3d
2017-11-05 16:37:30 +08:00
Lisandro Bruzzo
3f830d4f20 Update Vegetation.hlsl 2017-09-18 23:35:41 -03:00
Lisandro Bruzzo
a42a299877 Update Vegetation.glsl 2017-09-18 23:34:37 -03:00
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
4f54e7a95e Hello3DUI Lua version and minor Lua binding fix. 2017-08-23 23:29:02 +03:00
Lasse Öörni
50fbdbd12e UIComponent AngelScript API fix, AS example and shutdown crash fix. 2017-08-23 22:02:51 +03:00
Lasse Öörni
de18c72ce7 Cleanup unused code from Renderer. Add "persistent" flag to readable depth buffers in the HWDepth deferred renderpaths. This is required to fix a D3D11 bug leading to garbled display with multiple rendertexture views that use readable depth. Closes #2082. 2017-08-20 21:43:45 +03:00
Lasse Öörni
4265f99a8c Fix normals / lighting on the cylinder by using auto normal smoothing. Closes #2075. 2017-08-18 22:40:13 +03:00
Lasse Öörni
18d5ce2fed Remove unnecessary VS defines from PBR techniques. 2017-08-16 13:26:45 +03:00
Lasse Öörni
c2c1d06cd2 Remove unused IBL code which requires tangents / bitangents, and do not require tangents for IBL / non-normalmapped. Fix PBR techniques so that VS also refers to NORMALMAP define when necessary, since that is now required to trigger the tangent calculation. Closes #2072. 2017-08-16 11:26:51 +03:00
Eugene Kozlov
d537c2027a Merge pull request #2061 from eugeneko/navmesh-streaming
Navmesh streaming
2017-08-12 15:52:35 +03:00
Lasse Öörni
787ce41a81 Merge remote-tracking branch 'TheComet93/iss2058' 2017-08-09 22:19:33 +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
Yao Wei Tjong 姚伟忠
ddf64ccdb8 Make the symlinked batch files launchable via Windows Explorer.
Fix #2046.
2017-08-03 22:01:56 +08:00
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
Iain Merrick
8fe78f261b Lua 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
dragonCASTjosh
5498140d84 Fixed dark artifact in PBR 2017-06-13 16:03:26 +01:00
dragonCASTjosh
eebc9f04c3 Fixed sphere light issue 2017-06-13 06:01:59 +01:00
dragonCASTjosh
b782b86b2d OpenGL PBR fixes 2017-06-13 05:32:46 +01:00
dragonCASTjosh
64d7e83711 Fixed missing files 2017-06-13 04:59:00 +01:00
dragonCASTjosh
bf40c8c7c4 Changed the diffuse and fresnel models 2017-06-13 04:03:48 +01:00
dragonCASTjosh
45d619e80c Possible fix for PBR Artifacts 2017-06-12 20:48:33 +01:00
dragonCASTjosh
417ad2966a Small roughness tweek under area lights 2017-06-12 00:07:02 +01:00
dragonCASTjosh
e741c50b11 Improved Area Lighting 2017-06-11 21:37:53 +01:00
dragonCASTjosh
e0cd084c74 Improved Sphere lights 2017-06-11 20:11:31 +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
ed210093d4 RaycastVehicle Lua demo code 2017-04-25 13:45:09 +03:00
Sergey Lapin
e50ec947a8 RaycastVehicle AngelScript demo code 2017-04-25 13:45:09 +03:00
Sergey Lapin
2eb3a1183a RaycastVehicle C++ 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
Yao Wei Tjong 姚伟忠
1d3c20aa70 Double up the editor UI when on High DPI display. 2017-04-14 19:57:16 +08:00
1vanK
150c4fb26d Export some consts to AngelScript 2017-04-09 22:17:34 +03:00
orefkov
1556605471 Clear tabs 2017-04-08 20:50:44 +03:00
orefkov
fa71240346 Add color wheel in editor for Text3D component. 2017-04-08 20:50:44 +03:00
Yao Wei Tjong 姚伟忠
8c9122ce25 Minor refactoring and cleaning on IK component's code. 2017-04-01 21:28:27 +08:00
Yao Wei Tjong 姚伟忠
a8dcfa2be9 Merge branch 'InverseKinematics' of https://github.com/TheComet93/Urho3D into TheComet93-InverseKinematics 2017-04-01 14:20:56 +08:00
Simon Flores
3173c6199c Update Transform.glsl
let the user define the number of outputs for advanced rendering effects such as subsurface scattering
2017-03-29 23:08:31 -04:00
Alex Murray
68f8d23411 Fixing issues raised by Mike3D (incorrect offset in sample, exposing auto solve) 2017-03-22 14:23:14 +01:00
TheComet
327965a40c Fixing build on windows, fixing segfault in release builds 2017-03-22 02:15:32 +01:00
TheComet
8fc0aa2866 Lua script bindings and CPP sample 2017-03-21 15:56:47 +01:00
TheComet
2be9286d38 Wrote AngelScript bindings, I'm still considering renaming a few things here and there 2017-03-21 15:56:47 +01:00
TheComet
cf30fb98c0 Adding IK library to Urho3D, enable/disable it with -DURHO3D_IK 2017-03-21 15:56:46 +01:00
Lasse Öörni
5f2b2132d7 Fix use of fileSystem.programDir in the terrain editor. Use the resource system / scene resource path instead. Closes #1852. 2017-03-19 12:12:35 +02:00
Enhex
0e2182b4e8 Updated sound effects Lua sample to use SetAutoRemoveMode() instead of nodes. 2017-03-15 21:15:56 +02:00
Enhex
490d402d4f Updated sound effects AngelScript sample to use SetAutoRemoveMode() instead of nodes. 2017-03-15 01:10:47 +02:00
Lasse Öörni
21ead269a4 Set renderorder 0 to example alpha pass decal materials to make sure they render before e.g. particles. Closes #1862. 2017-03-14 11:32:10 +02:00
Lasse Öörni
48a1f3dcdd Take fix from AngelScript WIP version to fix temp variable corruption. Remove now unnecessary fix from Editor script code. Closes #1850. 2017-03-08 14:26:52 +02:00
Lasse Öörni
ac821d21c1 Fix editor resource browser preview camera position and failure to assign model by drag & drop. Closes #1848. 2017-03-07 17:25:17 +02:00
Lasse Öörni
9999c44809 Fix resource browser scene node addition/removal getting reflected in the editor hierarchy window. 2017-03-07 16:55:52 +02:00
Yao Wei Tjong 姚伟忠
f7c9cfa95e Regex replace single bracket with double bracket in all shell scripts. 2017-03-05 08:45:38 +08:00
hdunderscore
25612d6e72 Bugfix for vegetation shader and instancing. 2017-02-23 14:17:44 +11:00
Lasse Öörni
7d06916bc5 Remove semicolon from shader transform (iModelMatrix) macros, as it should instead be part of the statement where the macro is being used. Closes #1829. 2017-02-20 21:14:27 +02:00
Lasse Öörni
2898952b08 Fix deprecated attributes in EditorTerrainWindow. 2017-02-18 23:01:57 +02:00