Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-26 | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky | |
2017-12-14 | Fixes built-In "LIGHT" causing fragment compilation error | Arnaud PEZEL | |
Add a rename for shader LIGHT built-in, Fix bug #14537 | |||
2017-12-10 | PropertyEditor: Filter out resource_local_to_scene | Rémi Verschelde | |
This lets the empty "Global" category disappear again. Also silence a debug print. | |||
2017-11-27 | Added interpolation modifiers to shaderlang | Scayze | |
2017-11-14 | Enable light shaders when light variables are used | George Marques | |
2017-10-30 | Merge pull request #12288 from tagcup/expose_viewport_size | Juan Linietsky | |
Expose VIEWPORT_SIZE in shader language. | |||
2017-10-27 | Fix shader compiler typo gl_FrotFace | Scayze | |
2017-10-26 | Expose VIEWPORT_SIZE in shader language. | Ferenc Arn | |
Fixes #11710. | |||
2017-10-23 | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde | |
2017-10-21 | Rename Schlick GGX to GGX. | Ferenc Arn | |
Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig. | |||
2017-10-14 | Fix render mode specular schlick ggx | Hiroshi Ogawa | |
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵ | Juan Linietsky | |
Closes #9186 | |||
2017-09-27 | Fixes to light shaders, should work now.. | Juan Linietsky | |
2017-09-23 | Added light affect parameter to baked AO | Juan Linietsky | |
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | |
2017-09-13 | Style: Apply clang-format to @reduz's changes | Rémi Verschelde | |
[ci skip] | |||
2017-09-05 | Added support for for, break and continue. Closes #10560, closes #10661 | Juan Linietsky | |
2017-09-03 | Added transmission shader parameter. | Juan Linietsky | |
2017-08-29 | removed DISCARD built in variable, replaced by actual discard GLSL ↵ | Juan Linietsky | |
instruction, fixes #9677 | |||
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | |
-Restored an alpha scissor property in Material | |||
2017-07-08 | Some adjustments to toon material to make it more flexible | Juan Linietsky | |
Ability to also disable specular | |||
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. ↵ | Juan Linietsky | |
Added multipass support for materials. | |||
2017-07-08 | -Added triplanar mapping modes | Juan Linietsky | |
-Some fixes to shader lang | |||
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky | |
-Fixded BackBuffercopy object | |||
2017-06-23 | Small fixes required to get platformer to work. | Juan Linietsky | |
Added back CanvasItemMaterial | |||
2017-06-15 | Add AT_LIGHT_PASS builtin to canvas shaders | Pedro J. Estébanez | |
This one allows for complex shaders paired with a simple lighting shader to skip code that would otherwise be pointlessly (and wastefully) run during the light pass. Depending on your game (number of items and lights), this can yield some performance gain. | |||
2017-06-07 | -Added proper access to depth texture from shader | Juan Linietsky | |
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future. | |||
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. | |||
2017-06-04 | Added depth texture support (using parallax) to default material. | Juan Linietsky | |
2017-06-03 | subsurface scattering is fixed and working again | Juan Linietsky | |
2017-06-01 | Rework shading modes and change location of light shader | Juan Linietsky | |
2017-05-31 | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky | |
2017-05-17 | fix varying in 3.0 shader | PanPan | |
2017-04-23 | Fix property warnings and hide some debug prints | Rémi Verschelde | |
"ALL IS GOOD" was a lie. In particular, removes verbose "path not recognized" false positive. The actual logic is to (somewhat naively) check all ResourceFormatLoaders and to pick the first good match, so no need to warn about the formats that do not match the type hint. | |||
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 | |
2017-03-08 | Map POSITION to gl_FragCoord.xy for 2D shaders | Pedro J. Estébanez | |
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 | |
2017-02-28 | Various fixes detected using PVS-Studio static analyzer. | Thaer Razeq | |
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements | |||
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
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 | Fixed many more bugs reported by Valgrind | Juan Linietsky | |
2016-12-02 | Subsurface scattering material param is now working! | 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. | |||
2016-11-09 | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky | |