Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-11 | Properly fix blend equations for both transparent and non transparent ↵ | Juan Linietsky | |
framebuffers. Closes #15047 | |||
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-26 | Fixed proper texture binding for sprite material, fixes #13987 | Juan Linietsky | |
2017-12-26 | Property apply shader parameters, even when materials are being reused, ↵ | Juan Linietsky | |
fixes #14012 | |||
2017-12-19 | Fix pixel snap not being used in 3.0 | Guilherme Silva | |
2017-12-16 | Don't glBindTexture() on viewports without effects | Hein-Pieter van Braam | |
@reduz said there was another place that needed to be checked for a similar issue but I have to admit I didn't understand. This fixes #13337 | |||
2017-12-09 | -Ability to and unwrap lightmap coordinates on import | Juan Linietsky | |
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away | |||
2017-12-04 | -Implemented Proxy Textures (needed to solve the problem with ViewportTexture) | Juan Linietsky | |
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D) | |||
2017-11-25 | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵ | Juan Linietsky | |
wrong function, leading to unnecesary copy on writes and reduced performance. | |||
2017-11-19 | Cleanup old references to GLES2 renderer | Rémi Verschelde | |
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004. | |||
2017-11-17 | Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, ↵ | andrzej.buczynski | |
issue #11416 | |||
2017-09-12 | Merge pull request #10897 from themindoverall/fix_box_select | Rémi Verschelde | |
Fix draw_rect when width or height < 0 | |||
2017-09-05 | Automatically redraw when shaders using TIME are visible, fixes #10554 | Juan Linietsky | |
2017-09-02 | Fix draw_rect when width or height < 0. Fixes #10849 | Chris Serino | |
2017-09-01 | add shadow_filter variant PCF7 | letheed | |
2017-08-31 | Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transpose | Rémi Verschelde | |
Implement texture UV transpose in the gles3 renderer | |||
2017-08-29 | Implement texture UV transpose in the gles3 renderer | Bojidar Marinov | |
Now tilemap rotations work again \o/ | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-19 | Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵ | Juan Linietsky | |
something else.. | |||
2017-08-07 | Restored black bars and custom images instead of black bars, closes #1571 | Juan Linietsky | |
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 | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-07-17 | -Reorganized all properties of project settings (Sorry, Again). | Juan Linietsky | |
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too) | |||
2017-06-30 | -Many fixes to VisualScript, fixed property names, etc. | Juan Linietsky | |
-Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458 | |||
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | |
-Fixded BackBuffercopy object | |||
2017-06-21 | -Moved NinePatch to shader, saves a ton of draw calls rendering UI | Juan Linietsky | |
-Implemented missing stretch modes, now tile and tile fit work | |||
2017-06-21 | 2D GPU Particles working.. | Juan Linietsky | |
2017-06-18 | Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵ | Juan Linietsky | |
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. | |||
2017-06-17 | Add normalmap support for drawing in all low level primitives. Only added ↵ | Juan Linietsky | |
support in Sprite so far. | |||
2017-06-16 | TIME constant reverted to a single float, fixes #9123 | Juan Linietsky | |
2017-06-15 | Remove error spam on Intel, closes #8665 | Juan Linietsky | |
2017-06-14 | Fix _draw_polygon colors and uvs | Juan Linietsky | |
2017-06-13 | -Fixed occluder rendering, closes #8560 | Juan Linietsky | |
-Ability to smooth out 2D shadow filters | |||
2017-06-12 | Fixed _draw_polygon, should help fix other bugs.. | Juan Linietsky | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
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 | |
2017-03-30 | Fixed AtlasTexture being incorrectly | Robert Hernandez | |
Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an AtlasTexture. | |||
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
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 | |||
2017-03-05 | Add a bunch of missing Godot headers in own files | Rémi Verschelde | |
2017-02-28 | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | |
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | |||
2017-02-15 | -begin of export work, not done yet | Juan Linietsky | |
-fixes to make scenes exported from godot 2.x work | |||
2017-02-01 | Enable WebGL2 in web export, start fixing build | eska | |
Will not yet compile | |||
2017-01-16 | Working on compile issues for iOS | BastiaanOlij | |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-15 | Merge pull request #7513 from djrm/compilation_fix | Rémi Verschelde | |
Matrix32 -> Transform2D | |||
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
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. | |||
2017-01-13 | Matrix32 -> Transform2D | Daniel J. Ramirez | |
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray |