Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
2017-03-23 | Several fixes to Android exporter and port. | Juan Linietsky | |
Android seems to be working again! | |||
2017-03-17 | Some WebGL 2 and build fixes/clean-up | eska | |
2017-03-14 | more html5 fixes | Juan Linietsky | |
2017-03-12 | converted skeletons from uniform to texture | Juan Linietsky | |
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 | |
2017-02-22 | Fixes 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.. | |||
2017-02-16 | a ton of bug fixes to the renderer | Juan Linietsky | |
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 | ability to adjust propagation in gi probe | Juan Linietsky | |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky | |
2017-02-02 | Merge pull request #7689 from eska014/webgl2 | Rémi Verschelde | |
Enable WebGL2 in web export, start fixing build | |||
2017-02-01 | Enable WebGL2 in web export, start fixing build | eska | |
Will not yet compile | |||
2017-01-16 | Overloaded 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. | |||
2017-01-16 | Working on compile issues for iOS | BastiaanOlij | |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |
2017-01-12 | Unify naming of blendshape / morphtarget into just "Blend Shape" | Juan Linietsky | |
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-05 | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | |
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available | |||
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 | |||
2016-12-31 | Some fixes and clean ups | Juan Linietsky | |
2016-12-30 | begin work on new particle system | reduz | |
2016-12-25 | now it really works on window for real | reduz | |
2016-12-24 | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz | |
are no longer valid :( | |||
2016-12-23 | Fixed many more bugs reported by Valgrind | Juan Linietsky | |
2016-12-23 | baking now shows a proper button, and bakes can be saved. | 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 | |
2016-12-08 | 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 | |
2016-11-24 | fixed bug removing dependencies | Juan Linietsky | |
2016-11-24 | Blend shapes using transform feedback (GPU) | Juan Linietsky | |
2016-11-23 | WIP immediates and proper buffers swapping | Juan Linietsky | |
2016-11-22 | Migrated from GLES to GLAD, fixes many issues. | Juan Linietsky | |
2016-11-22 | Instancing is working! (hooray) | Juan Linietsky | |
2016-11-21 | Skeletons are working now. | Juan Linietsky | |
2016-11-20 | Huge amount of improvement in the material system. Materials should be | Juan Linietsky | |
a lot more complete and usable now. | |||
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 | |
2016-10-29 | resolved reflection cubemap blending | Juan Linietsky | |