Age | Commit message (Expand) | Author |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky |
2017-06-05 | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky |
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 |
2017-05-25 | Removed skybox support, added panorama support. Skybox support may come back ... | Juan Linietsky |
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 |
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 |
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 |
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 |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky |
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 |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and re... | Juan Linietsky |
2017-01-01 | WIP particle system | Juan Linietsky |
2016-12-31 | Some fixes and clean ups | Juan Linietsky |
2016-12-30 | begin work on new particle system | reduz |
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 |
2016-12-21 | Some BRDF fixes | Juan Linietsky |
2016-12-20 | work in progress global illumination | 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 | 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 |
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 | -Many many fixes | Juan Linietsky |
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 |
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in gen... | Juan Linietsky |
2016-10-05 | -Added ViewportContainer, this is the only way to make viewports show up in G... | Juan Linietsky |