Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-11-29 | Disable shadow map sampling when shadows are not used in GLES3 | PouleyKetchoupp | |
Fixes #20742 | |||
2019-11-20 | Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues | Rémi Verschelde | |
Fix issues with environment mapping | |||
2019-11-19 | Fix issues with environment mapping | clayjohn | |
2019-11-11 | Improve glBufferSubData usage where safe | clayjohn | |
2019-10-11 | only render depth with alpha prepass on prepass | clayjohn | |
2019-09-23 | Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvas | Rémi Verschelde | |
Throw error when canvas background is used without sample buffer | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-09-15 | throw error when user tries to use Canvas background without sample buffer | clayjohn | |
2019-08-17 | Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/' | Braden Bodily | |
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?) | |||
2019-08-12 | DOF can effect transparent objects now, close #28240 | RaphaelHunter | |
2019-07-29 | Merge pull request #30898 from clayjohn/max-lights-reflections | Rémi Verschelde | |
Add project setting for max lights and reflections in GLES3 | |||
2019-07-28 | add project setting for max lights and reflections in gles3 | clayjohn | |
2019-07-23 | Merge pull request #30764 from clayjohn/contact-shadow | Rémi Verschelde | |
Fix contact shadows appearing when shading casting is off | |||
2019-07-22 | fix contact shadows appearing when shading casting is off | clayjohn | |
2019-07-21 | Disable high-quality voxel cone tracing by default | Hugo Locurcio | |
This makes GIProbe significantly faster out of the box, at the cost of worse-looking GIProbe reflections. This closes #30727. | |||
2019-07-20 | Changed some code showed in LGTM and Coverage | qarmin | |
2019-07-06 | Added release function to PoolVector::Access. | Ibrahn Sahir | |
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope) | |||
2019-07-02 | Fix various memory leaks and errors | Bojidar Marinov | |
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-06-20 | Merge pull request #29283 from qarmin/fix_some_always_same_values | Rémi Verschelde | |
Remove always true/false values | |||
2019-06-20 | Fix always true/false values | qarmin | |
2019-06-19 | Made constants fully upper case in camera server | Bastiaan Olij | |
2019-06-15 | Adding a new Camera Server implementation to Godot. | BastiaanOlij | |
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications. | |||
2019-06-12 | Merge pull request #29306 from qarmin/small_code_fixes | Rémi Verschelde | |
Small fixes to unrechable code, possibly overflows, using NULL pointers | |||
2019-06-11 | Fix error macro calls not ending with semicolon | Rémi Verschelde | |
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently. | |||
2019-06-03 | Small fixes to unrechable code, possibly overflows, using NULL pointers | qarmin | |
2019-05-23 | fix no depth test and render_priority sorting | clayjohn | |
2019-04-22 | Merge pull request #27673 from qarmin/small_fixes | Rémi Verschelde | |
Small fixes, mostly duplicated code | |||
2019-04-09 | Style: Apply new changes from clang-format 8.0 | Rémi Verschelde | |
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes). | |||
2019-04-08 | Small fixes, mostly dupicated code | qarmin | |
2019-04-08 | Merge pull request #26839 from toasteater/fix/keep-linear | Rémi Verschelde | |
Respect keep_3d_linear when transparent_bg is on. | |||
2019-04-06 | Add option to have viewport render into supplied texture | Bastiaan Olij | |
2019-04-05 | Respect keep_3d_linear when transparent_bg is on. | toasteater | |
When transparent_bg is on, or the render target is too small, Godot would skip postprocessing and disregard keep_3d_linear. This fixes #26817. | |||
2019-04-02 | Enable warnings=extra on clang and GCC testers. | marxin | |
And remove 2 warnings from warnings=extra. | |||
2019-03-26 | Fixed handling of depth texture so it's resolved and bound when needed | Daniel Rakos | |
- Cleaned up and improved the code determining when we need to use a depth prepass (previously it wasn't executed in certain cases even if it was needed) - Added code to prepare and bind the depth texture even when no depth prepass or MRTs (more precisely effect buffers) are used Fixes #25870, #25535, and #25387. | |||
2019-03-11 | Undo #25557 (was not right anyway), fixes #26258 | Juan Linietsky | |
2019-03-03 | Also take dof blur in consideration for using MRTs, fixes #26236 | Juan Linietsky | |
2019-03-03 | Properly redraw if something animated is visible | Juan Linietsky | |
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ↵ | Juan Linietsky | |
fixes #26468 | |||
2019-02-26 | Fix #26100 by casting to integer. | marxin | |
2019-02-22 | Ensure that no depth test is used (specially in prepass) for objects that ↵ | Juan Linietsky | |
dont test or draw depth, fixes #25201 | |||
2019-02-21 | Many fixes regarding depth buffer clearing, closes #25994, closes #25975 | Juan Linietsky | |
2019-02-20 | Add -Wshadow=local to warnings and fix reported issues. | marxin | |
Fixes #25316. | |||
2019-02-13 | Remove all references to stencil, fixes problems on iOS. | Juan Linietsky | |
2019-02-01 | Allow usage of depth texture when contact shadows are disabled | KaadmY | |
2019-01-25 | Do not use depth prepass if effects are disabled, fixes #25267 | Juan Linietsky | |
2019-01-26 | Revert "Fix GLES3 error 502 on iOS" | Bastiaan Olij | |
2019-01-25 | Ensure contact shadows are only used when lights use them. | Juan Linietsky | |
2019-01-26 | Fix GLES3 error 502 on iOS | Bastiaan Olij | |