Age | Commit message (Collapse) | Author |
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From https://github.com/lucasdemarchi/codespell
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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modified files)
-.pck and .zip exporting redone, seems to be working..
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Matrix32 -> Transform2D
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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renamed to PoolVector
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categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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Add compatibility with old OpenGL 2.1 drivers
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* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
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Don't crach when OpenGL version is unsupported
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If "glFramebufferTexture2D()" fails on old drivers the Vector is empty.
Don't allow to read from empty Vector (NULL pointer).
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If ARB_framebuffer_object is not supported, try to fall-back to
EXT_framebuffer_object if present.
In current version of godot, the way framebuffers are used is backward
compatible with the older EXT_framebuffer_object extension.
Fixes #6591
Done with SuperUserNameMan
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reassigned a value before the old one has been used.
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Expose additional light/shadow properties to canvas item shaders
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Implements Y billboard
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Fix the support for WinRT/UWP
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The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
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- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
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-Added anti-aliasing on lines
-Improved draw performance enormously
-Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
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Y billboard wasn't hooked up. This commit implements it.
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The engine will still segfault, but the error message should be displayed by the
OS in a blocking manner, so that it will only crash once users have acknowledged
the error dialog.
Closes #1162.
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Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
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this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
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Show driver information in verbose mode
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Ability to colourize baked lighting in real time.
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now correctly disables shadows from affecting the instance.
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Fix to CPU skinning path when using GPU skinning (meshes with morphs)
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shadows: double-sided and shadows only.
Conflicts:
servers/visual/visual_server_raster.h
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causing modifications to root bone to have doubled offset and wasted performance.
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Billboards were displayed upside down when drawn to a render texture
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