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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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2017-07-04Implemented environment arrays for skybox reflection and roughness, quality ↵Juan Linietsky
increase is enormous.
2017-06-24-Restored support for Canvas BG mode on EnvironmentJuan Linietsky
-Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR!
2017-06-17Fix transparent background rendering, closes #8703Juan Linietsky
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports
2017-06-16-Fix freezes caused by etccomp2, closes #9183Juan Linietsky
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
2017-06-16TIME constant reverted to a single float, fixes #9123Juan Linietsky
2017-06-16Cleaned up Screen Space Reflections, closes #8119Juan Linietsky
2017-06-16Fixes to SSR, WIP.Juan Linietsky
2017-06-15fix bug related to unshaded materials not working on MSVC. Not cleanest ↵Juan Linietsky
solution, might think about how to improve later.
2017-06-14Fixed several bugs with directional light, and changed defaults to be more ↵Juan Linietsky
sensible.
2017-06-13Remove default shadow bias of 0.1 for spot and omni light, fixes #8654Juan Linietsky
2017-06-12Fix empty shader related crash, closes #8314Juan Linietsky
2017-06-11Restored everything related to information polling, and added information ↵Juan Linietsky
box for viewport.
2017-06-11Restored multiple viewport function, as well as view modes.Juan Linietsky
2017-06-09-Restored multithread capability to VisualServerJuan Linietsky
-Restored resource previews!
2017-06-07Fog is complete!Juan Linietsky
2017-06-05-working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
2017-06-05Merge pull request #9038 from AlexHolly/rect2-rename-posRémi Verschelde
renamed all Rect2.pos to Rect2.position
2017-06-03subsurface scattering is fixed and working againJuan Linietsky
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-06-01Rework shading modes and change location of light shaderJuan Linietsky
2017-05-30Several fixes related to PBR and EnvironmentJuan Linietsky
2017-05-25Removed skybox support, added panorama support. Skybox support may come back ↵Juan Linietsky
eventually, but hope not.
2017-05-23More fixes for iOS Godot 3.0BastiaanOlij
- 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
2017-04-23Fix property warnings and hide some debug printsRémi 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.
2017-04-08Particle system is complete. Rejoice!Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-13Merge pull request #8009 from Calinou/directional_shadow_interpolationRémi Verschelde
Improve directional shadow filtering by using linear interpolation
2017-03-12converted skeletons from uniform to textureJuan Linietsky
2017-03-11Improve directional shadow filtering by using linear interpolationHugo Locurcio
2017-03-05A 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
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-03-02Added missing FIXMEs in PR #7878Ferenc Arn
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
2017-02-22Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not ↵Juan Linietsky
work though
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..
2017-02-16a ton of bug fixes to the rendererJuan Linietsky
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-08basic contact shadows implementation, will most likely need some polishingJuan Linietsky
2017-02-06shadows were not working in-editor for nvidia, fixed nowJuan Linietsky
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-02-02Merge pull request #7689 from eska014/webgl2Rémi Verschelde
Enable WebGL2 in web export, start fixing build
2017-02-01Enable WebGL2 in web export, start fixing buildeska
Will not yet compile
2017-01-16Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-14no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky
2017-01-14Style: Fix whole-line commented codeRémi 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.
2017-01-12Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray