Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-25 | Fixed opaque unshaded materials, they go through the regular opaque render ↵ | Juan Linietsky | |
list, closes #9917 | |||
2017-08-22 | Invalid materials or shaders will now interrupt the next chain in materials, ↵ | Juan Linietsky | |
closes #9570 | |||
2017-08-21 | Several fixes to subsurface scattering. Closes #9530 | Juan Linietsky | |
2017-08-20 | Implemented missing opaque prepass render mode, fixes #9452 | Juan Linietsky | |
2017-08-19 | -Fix all shadow and culling related issues, fixes #9330 | Juan Linietsky | |
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 | |
Fixes #10244. | |||
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | |
-Restored an alpha scissor property in Material | |||
2017-08-03 | Fix rendering of ImmediateGeometry with UVs | Henrik Andersson | |
When using set_uv or any attrib except vertex, the geometry broke. | |||
2017-08-03 | Make it possible to render ImmediateGeometry | Henrik Andersson | |
Geometry for ImmediateGeometry was never added inside _fill_render_list. | |||
2017-07-26 | Fixes to glow and auto exposure, closes #9797, closes #9106 | Juan Linietsky | |
2017-07-24 | Fix switching SRGB extension happen before binding of texture | Evgeny Zuev | |
Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed before the call of `glBindTexture`, which caused modification of previously bound texture instead of desired one. Now it's changed after `glBindTexture`. | |||
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) | |||
2017-07-15 | Many fixes to improve GI Probe quality | Juan Linietsky | |
2017-07-15 | -Fix for multiple reflection probes causing issues. | Juan Linietsky | |
-Fix for positional sound corruption to avoid making people deaf. | |||
2017-07-15 | Lots of work on Audio & Physics engine: | Juan Linietsky | |
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D. | |||
2017-07-08 | Merge pull request #9564 from Noshyaar/pr-threshold | Rémi Verschelde | |
Refactor 'treshold' to 'threshold' | |||
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. ↵ | Juan Linietsky | |
Added multipass support for materials. | |||
2017-07-08 | Refactor 'treshold' to 'threshold' | Poommetee Ketson | |
2017-07-05 | Fixed bug regarding to strange black shapes appearing in ice from material ↵ | Juan Linietsky | |
tester demo | |||
2017-07-05 | Some changes to dual paraboloid envmap generation, fixes somme bleeding | Juan Linietsky | |
2017-07-04 | Implemented environment arrays for skybox reflection and roughness, quality ↵ | Juan Linietsky | |
increase is enormous. | |||
2017-06-24 | -Restored support for Canvas BG mode on Environment | Juan Linietsky | |
-Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR! | |||
2017-06-17 | Fix transparent background rendering, closes #8703 | Juan Linietsky | |
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports | |||
2017-06-16 | -Fix freezes caused by etccomp2, closes #9183 | Juan Linietsky | |
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality. | |||
2017-06-16 | TIME constant reverted to a single float, fixes #9123 | Juan Linietsky | |
2017-06-16 | Cleaned up Screen Space Reflections, closes #8119 | Juan Linietsky | |
2017-06-16 | Fixes to SSR, WIP. | Juan Linietsky | |
2017-06-15 | fix bug related to unshaded materials not working on MSVC. Not cleanest ↵ | Juan Linietsky | |
solution, might think about how to improve later. | |||
2017-06-14 | Fixed several bugs with directional light, and changed defaults to be more ↵ | Juan Linietsky | |
sensible. | |||
2017-06-13 | Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 | Juan Linietsky | |
2017-06-12 | Fix empty shader related crash, closes #8314 | Juan Linietsky | |
2017-06-11 | Restored everything related to information polling, and added information ↵ | Juan Linietsky | |
box for viewport. | |||
2017-06-11 | Restored multiple viewport function, as well as view modes. | Juan Linietsky | |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky | |
-Restored resource previews! | |||
2017-06-07 | Fog is complete! | Juan Linietsky | |
2017-06-05 | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky | |
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction. | |||
2017-06-05 | Merge pull request #9038 from AlexHolly/rect2-rename-pos | Rémi Verschelde | |
renamed all Rect2.pos to Rect2.position | |||
2017-06-03 | subsurface scattering is fixed and working again | Juan Linietsky | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-06-01 | Rework shading modes and change location of light shader | Juan Linietsky | |
2017-05-30 | Several fixes related to PBR and Environment | Juan Linietsky | |
2017-05-25 | Removed skybox support, added panorama support. Skybox support may come back ↵ | Juan Linietsky | |
eventually, but hope not. | |||
2017-05-23 | More fixes for iOS Godot 3.0 | BastiaanOlij | |
- nicely exit if initialisation fails - fix a few issues around new event handling - use 16bit single channel framebuffer as 32bit is not supported on iOS | |||
2017-04-23 | Fix property warnings and hide some debug prints | Rémi Verschelde | |
"ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint. | |||
2017-04-08 | Particle system is complete. Rejoice! | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |