Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-10 | Fix stretch aspect keep mode | volzhs | |
Fix #15407 Fix #15514 | |||
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. | |||
2018-01-02 | Some fixes to improve precision and speed on Android. Fixes precision issues ↵ | Juan Linietsky | |
on Mali and PowerVR. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-17 | Cleanup some #if 0'd code | Rémi Verschelde | |
2017-11-26 | Merge pull request #13264 from zatherz/feature/projectsettings_limits | Juan Linietsky | |
Add range to anisotropic filter level | |||
2017-11-25 | Add range to anisotropic filter level (1 to 16 with integer steps) | Zatherz | |
2017-11-25 | Add ability to opt-out buffer swapping in `VS::draw()` | Pedro J. Estébanez | |
2017-11-19 | Check whether GL context supports the expected API | Rémi Verschelde | |
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0. | |||
2017-11-13 | Disable OpenGL warnings unless running with -v, closes #7171 | Juan Linietsky | |
2017-11-06 | Remove performance warnings, closes #11585 | Juan Linietsky | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-26 | Added/Fixed null pointer checks | Wilson E. Alvarez | |
2017-08-08 | sorry, leftover bug fixed | Juan Linietsky | |
2017-08-08 | -Made visual server time affected by global time scale, closes #5583 | Juan Linietsky | |
-Restored time rollover in visual server | |||
2017-08-02 | remove meaningless print line from editor console | Indah Sylvia | |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky | |
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) | |||
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | |
-Fixded BackBuffercopy object | |||
2017-06-11 | Restored everything related to information polling, and added information ↵ | Juan Linietsky | |
box for viewport. | |||
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-04-29 | Fix compilation for UWP | George Marques | |
2017-04-09 | Restored (And auto-generated) splash image | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
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 | |
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | |
modified files) -.pck and .zip exporting redone, seems to be working.. | |||
2017-02-16 | a ton of bug fixes to the renderer | Juan Linietsky | |
2017-02-06 | shadows were not working in-editor for nvidia, fixed now | Juan Linietsky | |
2017-01-16 | Working on compile issues for iOS | BastiaanOlij | |
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. | |||
2017-01-05 | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | |
2017-01-05 | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | |
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 | |||
2017-01-04 | First set of changes to fix compilation errors and initialise the gles3 ↵ | BastiaanOlij | |
renderer for Mac OS X. Still broken at this point. | |||
2017-01-01 | WIP particle system | Juan Linietsky | |
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | |||
2016-12-24 | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz | |
are no longer valid :( | |||
2016-12-22 | can bake for omni and spotlight | Juan Linietsky | |
store normal when baking | |||
2016-12-21 | Some BRDF fixes | Juan Linietsky | |
2016-12-21 | Godot works on Windows again.. | reduz | |
2016-11-29 | Screen space reflection effect | Juan Linietsky | |
2016-11-23 | WIP immediates and proper buffers swapping | Juan Linietsky | |
2016-11-22 | Migrated from GLES to GLAD, fixes many issues. | Juan Linietsky | |
2016-11-22 | Instancing is working! (hooray) | Juan Linietsky | |
2016-11-21 | Skeletons are working now. | Juan Linietsky | |
2016-11-19 | working reflection probes!! | Juan Linietsky | |
2016-11-11 | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky | |
2016-10-29 | -Many many fixes | Juan Linietsky | |
-Gizmos work again | |||
2016-10-19 | Everything returning to normal in 3D, still a long way to go | Juan Linietsky | |
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only |