Age | Commit message (Expand) | Author |
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ... | Juan Linietsky |
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky |
2017-09-14 | Renamed function arguments to keep them consistent between declaration and im... | Wilson E. Alvarez |
2017-09-04 | Fix opaque pre pass, closes #10472 | Juan Linietsky |
2017-09-01 | Merge pull request #10846 from hpvb/fix-sign-compare | Rémi Verschelde |
2017-09-01 | Fix some argument ordering, closes #10010 | Juan Linietsky |
2017-09-01 | Removed ontop property, added a material rendering priority system. Fixes #99... | Juan Linietsky |
2017-09-01 | Fix signed and unsigned comparisons | Hein-Pieter van Braam |
2017-08-29 | Changed bools to uint32_t as this may be a compiler bug.. | Juan Linietsky |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-21 | Several fixes to subsurface scattering. Closes #9530 | Juan Linietsky |
2017-08-19 | -Fix all shadow and culling related issues, fixes #9330 | Juan Linietsky |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg |
2017-08-11 | Some fixes for shaders and WebGL2 | Fabio Alessandrelli |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky |
2017-07-15 | Lots of work on Audio & Physics engine: | Juan Linietsky |
2017-07-08 | Merge pull request #9564 from Noshyaar/pr-threshold | Rémi Verschelde |
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. Ad... | Juan Linietsky |
2017-07-08 | Refactor 'treshold' to 'threshold' | Poommetee Ketson |
2017-06-25 | BuildSystem: generated files have .gen.extension | Poommetee Ketson |
2017-06-24 | -Restored support for Canvas BG mode on Environment | Juan Linietsky |
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 solut... | Juan Linietsky |
2017-06-14 | Fixed several bugs with directional light, and changed defaults to be more se... | Juan Linietsky |
2017-06-13 | Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 | Juan Linietsky |
2017-06-11 | Restored multiple viewport function, as well as view modes. | Juan Linietsky |
2017-06-07 | Fog is complete! | Juan Linietsky |
2017-06-05 | -working SCREEN_TEXTURE, SCREEN_UV shader variables | 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 |
2017-04-08 | Particle system is complete. Rejoice! | Juan Linietsky |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky |
2017-03-05 | Make that Whole New World great again | Rémi Verschelde |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde |
2017-03-05 | Add a bunch of missing Godot headers in own files | Rémi Verschelde |
2017-02-08 | basic contact shadows implementation, will most likely need some polishing | Juan Linietsky |
2017-02-06 | shadows were not working in-editor for nvidia, fixed now | Juan Linietsky |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky |
2017-01-01 | WIP particle system | Juan Linietsky |
2016-12-23 | eliminated some crashes according to llvm address sanitizer | Juan Linietsky |
2016-12-23 | put some limits to max ubo sizes to avoid crashes | Juan Linietsky |
2016-12-22 | can bake for omni and spotlight | Juan Linietsky |
2016-12-21 | Some BRDF fixes | Juan Linietsky |
2016-12-21 | Godot works on Windows again.. | reduz |
2016-12-20 | work in progress global illumination | Juan Linietsky |
2016-12-10 | DOF blur, near and far fields.. | Juan Linietsky |
2016-12-08 | Multi stage glow with light bleeding from HDR | Juan Linietsky |