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path: root/drivers/gles3/rasterizer_scene_gles3.h
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2017-09-04Fix opaque pre pass, closes #10472Juan Linietsky
2017-09-01Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde
Fix signed and unsigned comparisons
2017-09-01Fix some argument ordering, closes #10010Juan Linietsky
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-29Changed bools to uint32_t as this may be a compiler bug..Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Several fixes to subsurface scattering. Closes #9530Juan Linietsky
2017-08-19-Fix all shadow and culling related issues, fixes #9330Juan Linietsky
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-11Some fixes for shaders and WebGL2Fabio Alessandrelli
Add padding to UBO data to be multiple of 16 bytes Add precision definition for samplers Replace texture2D (deprecated) with texture in shaders
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-15Lots 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.
2017-07-08Merge pull request #9564 from Noshyaar/pr-thresholdRémi Verschelde
Refactor 'treshold' to 'threshold'
2017-07-08Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky
Added multipass support for materials.
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
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!
2017-06-16TIME 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
2017-06-11Restored multiple viewport function, as well as view modes.Juan Linietsky
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.
2017-05-30Several 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.
2017-04-08Particle 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
2017-03-05Make that Whole New World great againRémi Verschelde
Fix regression from 5dbf180 that broke Windows build.
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
2017-02-08basic 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
2017-01-01WIP particle systemJuan Linietsky
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
2016-12-23eliminated some crashes according to llvm address sanitizerJuan Linietsky
2016-12-23put some limits to max ubo sizes to avoid crashesJuan Linietsky
2016-12-22can bake for omni and spotlightJuan Linietsky
store normal when baking
2016-12-21Some BRDF fixesJuan Linietsky
2016-12-21Godot works on Windows again..reduz
2016-12-20work in progress global illuminationJuan Linietsky
2016-12-10DOF blur, near and far fields..Juan Linietsky
2016-12-08Multi stage glow with light bleeding from HDRJuan Linietsky
2016-12-07Tonemapping and Auto Exposure supportJuan Linietsky
2016-12-04Support for SSAOJuan Linietsky
2016-12-02Subsurface scattering material param is now working!Juan Linietsky