Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-07-08 | Merge pull request #9564 from Noshyaar/pr-threshold | Rémi Verschelde | |
Refactor 'treshold' to 'threshold' | |||
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. ↵ | Juan Linietsky | |
Added multipass support for materials. | |||
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 | |
-Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR! | |||
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 ↵ | Juan Linietsky | |
solution, might think about how to improve later. | |||
2017-06-14 | Fixed several bugs with directional light, and changed defaults to be more ↵ | Juan Linietsky | |
sensible. | |||
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 | |
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction. | |||
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 | |
eventually, but hope not. | |||
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 | |
Fix regression from 5dbf180 that broke Windows build. | |||
2017-03-05 | A 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 | |||
2017-03-05 | 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 | |
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | |||
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 | |
store normal when baking | |||
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 | |
2016-12-07 | Tonemapping and Auto Exposure support | Juan Linietsky | |
2016-12-04 | Support for SSAO | Juan Linietsky | |
2016-12-02 | Subsurface scattering material param is now working! | Juan Linietsky | |
2016-11-29 | Screen space reflection effect | Juan Linietsky | |
2016-11-23 | implemented immediates | Juan Linietsky | |
2016-11-21 | Skeletons are working now. | Juan Linietsky | |
2016-11-19 | working reflection probes!! | Juan Linietsky | |
2016-11-11 | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky | |
2016-11-09 | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | |
2016-10-31 | shadow atlas allocation (work in progress) | Juan Linietsky | |
2016-10-29 | -Many many fixes | Juan Linietsky | |
-Gizmos work again | |||
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | |
2016-10-21 | More scene work, can display a skybox | Juan Linietsky | |
2016-10-19 | Everything returning to normal in 3D, still a long way to go | Juan Linietsky | |
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only |