Эх сурвалжийг харах

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)

Juan Linietsky 11 жил өмнө
parent
commit
5a08eb4617

BIN
3d/truck_town/car_base.scn


BIN
3d/truck_town/cement.tex


BIN
3d/truck_town/crane.scn


+ 7 - 0
3d/truck_town/engine.cfg

@@ -0,0 +1,7 @@
+[application]
+
+main_scene="res://truck_scene.scn"
+
+[rasterizer]
+
+shadow_filter=3

+ 69 - 0
3d/truck_town/follow_camera.gd

@@ -0,0 +1,69 @@
+
+extends Camera
+
+# member variables here, example:
+# var a=2
+# var b="textvar"
+
+var collision_exception=[]
+export var min_distance=0.5
+export var max_distance=4.0
+export var angle_v_adjust=0.0
+export var autoturn_ray_aperture=25
+export var autoturn_speed=50
+var max_height = 2.0
+var min_height = 0
+
+func _fixed_process(dt):
+	var target  = get_parent().get_global_transform().origin
+	var pos = get_global_transform().origin
+	var up = Vector3(0,1,0)
+	
+	var delta = pos - target
+	
+	#regular delta follow
+	
+	#check ranges
+
+	if (delta.length() < min_distance):
+		delta = delta.normalized() * min_distance
+	elif (delta.length() > max_distance):
+		delta = delta.normalized() * max_distance
+	
+	#check upper and lower height
+	if ( delta.y > max_height):
+		delta.y = max_height
+	if ( delta.y < min_height):
+		delta.y = min_height
+		
+	pos = target + delta
+	
+	look_at_from_pos(pos,target,up)
+	
+	#turn a little up or down
+	var t = get_transform()
+	t.basis = Matrix3(t.basis[0],deg2rad(angle_v_adjust)) * t.basis
+	set_transform(t)
+	
+	
+
+func _ready():
+
+#find collision exceptions for ray
+	var node = self
+	while(node):
+		if (node extends RigidBody):
+			collision_exception.append(node.get_rid())
+			break
+		else:
+			node=node.get_parent()
+	# Initalization here
+	set_fixed_process(true)
+	#this detaches the camera transform from the parent spatial node
+	set_as_toplevel(true)
+
+	
+	
+
+
+

BIN
3d/truck_town/grass.tex


BIN
3d/truck_town/trailer_truck.scn


BIN
3d/truck_town/truck_scene.scn


BIN
3d/truck_town/trucktown.scn


+ 54 - 0
3d/truck_town/vehicle.gd

@@ -0,0 +1,54 @@
+
+extends VehicleBody
+
+# member variables here, example:
+# var a=2
+# var b="textvar"
+
+
+const STEER_SPEED=1
+const STEER_LIMIT=0.4
+
+var steer_angle=0
+var steer_target=0
+
+
+export var engine_force=40
+
+func _fixed_process(delta):
+
+
+	if (Input.is_action_pressed("ui_left")):
+		steer_target=-STEER_LIMIT
+	elif (Input.is_action_pressed("ui_right")):
+		steer_target=STEER_LIMIT
+	else:
+		steer_target=0
+
+	if (Input.is_action_pressed("ui_up")):
+		set_engine_force(engine_force)
+	else:
+		set_engine_force(0)
+
+	if (Input.is_action_pressed("ui_down")):
+		set_brake(1)
+	else:
+		set_brake(0.0)
+								
+
+	if (steer_target < steer_angle):
+		steer_angle -= STEER_SPEED*delta
+		if (steer_target > steer_angle):
+			steer_angle=steer_target
+	elif (steer_target > steer_angle):
+		steer_angle += STEER_SPEED*delta
+		if (steer_target < steer_angle):
+			steer_angle=steer_target
+
+	set_steering(steer_angle)
+func _ready():
+	# Initalization here
+	set_fixed_process(true)
+	pass
+
+