Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-02-14 | Merge pull request #15710 from AndreaCatania/p1 | Rémi Verschelde | |
Fixed sky reflection rendering when transparent BG | |||
2018-02-05 | Remove a few debugging prints | Hugo Locurcio | |
2018-01-14 | Fixed sky reflection rendering when transparent BG | AndreaCatania | |
2018-01-06 | Ensure depth reads go via alpha render list, fixes #14759 | Juan Linietsky | |
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 | |
2017-12-17 | Cleanup some #if 0'd code | Rémi Verschelde | |
2017-12-16 | Merge pull request #14614 from vitrig/fix-immediate-geometry-acts-strangely | Juan Linietsky | |
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool | |||
2017-12-14 | -Add lightmapper | Juan Linietsky | |
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button) | |||
2017-12-13 | Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool | Przemyslaw Czarnota | |
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
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) | |||
2017-12-01 | small fix so shadows dont need to use a separate material for world vertex ↵ | Juan Linietsky | |
coords (more perf) | |||
2017-12-01 | Properly take into consideration that VERTEX must be written to in opaque ↵ | Juan Linietsky | |
pre pass, does some speed up to scenes using triplanar. | |||
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. | |||
2017-11-13 | Do not enable light if atlas size is 0, closes #9335 | Juan Linietsky | |
2017-11-09 | Remove get_default_video_mode definition on OSX/iOS | Rémi Verschelde | |
It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently. | |||
2017-10-30 | Merge pull request #12288 from tagcup/expose_viewport_size | Juan Linietsky | |
Expose VIEWPORT_SIZE in shader language. | |||
2017-10-26 | Expose VIEWPORT_SIZE in shader language. | Ferenc Arn | |
Fixes #11710. | |||
2017-10-22 | Many fixes to SSAO, should be good now. | Juan Linietsky | |
2017-10-17 | Fix directional light specular | Hiroshi Ogawa | |
2017-10-11 | Merge pull request #11966 from BastiaanOlij/stereo_sky | Rémi Verschelde | |
Fix issues when rendering panoramic sky in stereoscopic | |||
2017-10-11 | Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-face | Gilles Roudiere | |
Fix front face definition | |||
2017-10-10 | Fix issues when rendering panoramic sky in stereoscopic | Bastiaan Olij | |
2017-10-09 | Track LightInstance::shadow_atlases so that it will be freed properly | Hiroshi Ogawa | |
2017-10-09 | Fix front face definition | Hiroshi Ogawa | |
2017-10-02 | Fixed MSVC build issue introduced by commit ↵ | Indah Sylvia | |
c864b782c05f5e2833afd69a4c0dfc6fbcfc4b26 | |||
2017-10-01 | Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and ↵ | Juan Linietsky | |
multiplied lights by PI internally. | |||
2017-09-30 | near and far are reserved for near and far pointers in MSVR | Bastiaan Olij | |
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵ | Juan Linietsky | |
Closes #9186 | |||
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | |
2017-09-07 | Ability to use a sky for reflection together with a background color. | Juan Linietsky | |
2017-09-07 | Fixed orthogonal projection in all effects and post processes | Juan Linietsky | |
2017-09-07 | Several fixes to directional shadows, closes #10926 | Juan Linietsky | |
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized. | |||
2017-09-06 | Force redraw when HDR auto exposure is enable in all frames, fixes #10784 | Juan Linietsky | |
2017-09-05 | Merge pull request #10990 from MednauN/unshaded-fix | Rémi Verschelde | |
Fix unshaded materials render | |||
2017-09-05 | Fix unshaded materials render | Evgeny Zuev | |
2017-09-05 | Automatically redraw when shaders using TIME are visible, fixes #10554 | Juan Linietsky | |
2017-09-04 | Fix opaque pre pass, closes #10472 | Juan Linietsky | |
2017-09-02 | Fix use of unitialized variables | Hein-Pieter van Braam | |
The second in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-09-01 | Merge pull request #10846 from hpvb/fix-sign-compare | Rémi Verschelde | |
Fix signed and unsigned comparisons | |||
2017-09-01 | Removed ontop property, added a material rendering priority system. Fixes ↵ | Juan Linietsky | |
#9935, closes #10135 | |||
2017-09-01 | Fix files header | Poommetee Ketson | |
2017-09-01 | Fix signed and unsigned comparisons | Hein-Pieter van Braam | |
The first in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-08-30 | Improved default directional shadow params, added bias split scale, closes #9828 | Juan Linietsky | |
2017-08-29 | -Fixed screen edge SSAO filter, fixes #9678 | Juan Linietsky | |
-Raised the SSAO limits, making the effect a lot more useful -Still pending to enable tresholding to avoid some hollow places | |||
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 |