Age | Commit message (Expand) | Author |
2018-07-17 | Revert "Fix #19507 Not emitted particles affects performance" | Max Hilbrunner |
2018-07-17 | Merge pull request #19764 from malbach/godot_malbach | Max Hilbrunner |
2018-07-16 | Finally figured out how to implement AnimatedTexture properly. | Juan Linietsky |
2018-07-12 | Merge pull request #19707 from toger5/fix_clipping_vflip | Max Hilbrunner |
2018-07-06 | Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 | Juan Linietsky |
2018-07-03 | Fix server build after 7fc23675 | Rémi Verschelde |
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky |
2018-06-25 | Fix #19507 Not emitted particles affects performance | malbach |
2018-06-16 | fix clipping with v_flip fixes: #2929 | toger5 |
2018-06-13 | A typo in ShaderCompilerGLES2 constructor code '==' used instead of '=' | nemerle |
2018-05-31 | Style: Apply clang-format (5.0) to some missed files | Rémi Verschelde |
2018-05-18 | Fix UWP build after #14622. | bruvzg |
2018-05-08 | Merge pull request #14622 from bruvzg/non-rectangular-windows | Hein-Pieter van Braam |
2018-05-07 | Merge pull request #18495 from Zylann/partial_texture_update | Juan Linietsky |
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky |
2018-04-29 | Added partial texture update to VisualServer | Marc Gilleron |
2018-04-08 | Merge pull request #17421 from Chaosus/fixshaderbugs | Juan Linietsky |
2018-04-07 | Experimental support for windows with per-pixel transparency (macOS, X11 and ... | bruvzg |
2018-03-21 | s/2017/2018/g for gles2, websocket, linux appdata | Poommetee Ketson |
2018-03-10 | Fix few bugs in shader definitions | Chaosus |
2018-03-05 | Add GL_ARB_framebuffer_object extension support check and GL_EXT_framebuffer_... | bruvzg |
2018-03-02 | Merge pull request #17173 from karroffel/gles2-line-rendering-fix | Rémi Verschelde |
2018-03-02 | fix GLES2 line rendering | karroffel |
2018-03-02 | GLES2 renderer support on macOS. | bruvzg |
2018-03-01 | add GLES 2 renderer for 2D | karroffel |
2017-08-27 | Dead code tells no tales | Rémi Verschelde |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-21 | Removed unnecessary assignments | Wilson E. Alvarez |
2017-08-17 | Add closest_power_of_2 func and implement mix_rate/latency on OS X | Marcelo Fernandez |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg |
2017-07-22 | Clang-formatting *.cpp and *.h (some files excluded) | Poommetee Ketson |
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky |
2017-07-17 | -Reorganized all properties of project settings (Sorry, Again). | Juan Linietsky |
2017-07-08 | Refactor 'treshold' to 'threshold' | Poommetee Ketson |
2017-07-05 | Some changes to dual paraboloid envmap generation, fixes somme bleeding | Juan Linietsky |
2017-06-17 | Add normalmap support for drawing in all low level primitives. Only added sup... | Juan Linietsky |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky |
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde |
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few modi... | Juan Linietsky |
2017-02-16 | Correct hash behavior for floating point numbers | Hein-Pieter van Braam |
2017-01-16 | Style: Various fixes to play nice with clang-format | Rémi Verschelde |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde |
2017-01-15 | Merge pull request #7513 from djrm/compilation_fix | Rémi Verschelde |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde |
2017-01-13 | Matrix32 -> Transform2D | Daniel J. Ramirez |
2017-01-11 | Type renames: | Juan Linietsky |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and re... | Juan Linietsky |