Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-12-14 | -Add lightmapper | Juan Linietsky | |
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button) | |||
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-12-04 | -Implemented Proxy Textures (needed to solve the problem with ViewportTexture) | Juan Linietsky | |
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D) | |||
2017-12-01 | Properly take into consideration that VERTEX must be written to in opaque ↵ | Juan Linietsky | |
pre pass, does some speed up to scenes using triplanar. | |||
2017-11-25 | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵ | Juan Linietsky | |
wrong function, leading to unnecesary copy on writes and reduced performance. | |||
2017-11-17 | Rename Rect3 to AABB. | Ferenc Arn | |
Fixes #12973. | |||
2017-11-14 | Ability to update parts of an array, and set arrays as dynamic draw | Juan Linietsky | |
2017-09-07 | Several fixes to directional shadows, closes #10926 | Juan Linietsky | |
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized. | |||
2017-09-05 | Automatically redraw when shaders using TIME are visible, fixes #10554 | Juan Linietsky | |
2017-09-01 | Removed ontop property, added a material rendering priority system. Fixes ↵ | Juan Linietsky | |
#9935, closes #10135 | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-26 | -Massive clean up to gizmos | Juan Linietsky | |
-Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings | |||
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 | |
Fixes #10244. | |||
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | |
-Restored an alpha scissor property in Material | |||
2017-07-26 | Fixes to glow and auto exposure, closes #9797, closes #9106 | Juan Linietsky | |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky | |
2017-07-15 | Many fixes to improve GI Probe quality | Juan Linietsky | |
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. ↵ | Juan Linietsky | |
Added multipass support for materials. | |||
2017-07-04 | Implemented environment arrays for skybox reflection and roughness, quality ↵ | Juan Linietsky | |
increase is enormous. | |||
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | |
-Fixded BackBuffercopy object | |||
2017-06-25 | Ability to restart particle system with a function call | Juan Linietsky | |
2017-06-25 | BuildSystem: generated files have .gen.extension | Poommetee Ketson | |
2017-06-23 | Small fixes required to get platformer to work. | Juan Linietsky | |
Added back CanvasItemMaterial | |||
2017-06-17 | Fix transparent background rendering, closes #8703 | Juan Linietsky | |
Properly implemented UPDATE_WHEN_VISIBLE mode for viewports | |||
2017-06-17 | Particles properly update the shadow maps, closes #8815 | Juan Linietsky | |
2017-06-16 | -Fix freezes caused by etccomp2, closes #9183 | Juan Linietsky | |
-Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality. | |||
2017-06-14 | Merge pull request #9109 from RandomShaper/optimize-2d-lighting | Juan Linietsky | |
Add AT_LIGHT_PASS builtin to canvas shaders | |||
2017-06-13 | -Fixed occluder rendering, closes #8560 | Juan Linietsky | |
-Ability to smooth out 2D shadow filters | |||
2017-06-11 | Restored everything related to information polling, and added information ↵ | Juan Linietsky | |
box for viewport. | |||
2017-06-11 | Restored multiple viewport function, as well as view modes. | Juan Linietsky | |
2017-06-09 | Add missing initializer for RasterizerStorageGLES3::Shader::ubo_size | Pedro J. Estébanez | |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky | |
-Restored resource previews! | |||
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. | |||
2017-06-03 | subsurface scattering is fixed and working again | Juan Linietsky | |
2017-05-26 | -Added EXR supprot for HDR (no BC6 compression yet though) | Juan Linietsky | |
-Improvements to texture importer -Proper detection of S3TC compression modes, and added all modes to Image -Fixes to non-power of 2 compressed textures, which should all be supported by GLES3 | |||
2017-05-25 | Removed skybox support, added panorama support. Skybox support may come back ↵ | Juan Linietsky | |
eventually, but hope not. | |||
2017-05-20 | Added texture_get_texid | BastiaanOlij | |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-04-08 | Particle system is complete. Rejoice! | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-07 | Fix build on older GCC versions | Rémi Verschelde | |
Travis builds would fail with: ./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive] | |||
2017-04-06 | New particle system, mostly working, some small features missing. | 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 | |||
2017-02-16 | a ton of bug fixes to the renderer | 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 | |