Age | Commit message (Expand) | Author |
2017-12-10 | PropertyEditor: Filter out resource_local_to_scene | Rémi Verschelde |
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 |
2017-10-27 | Fix shader compiler typo gl_FrotFace | Scayze |
2017-10-26 | Expose VIEWPORT_SIZE in shader language. | Ferenc Arn |
2017-10-23 | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde |
2017-10-21 | Rename Schlick GGX to GGX. | Ferenc Arn |
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 |
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 |
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 instructio... | Juan Linietsky |
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 |
2017-07-08 | Some adjustments to toon material to make it more flexible | Juan Linietsky |
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. Ad... | Juan Linietsky |
2017-07-08 | -Added triplanar mapping modes | Juan Linietsky |
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky |
2017-06-23 | Small fixes required to get platformer to work. | Juan Linietsky |
2017-06-15 | Add AT_LIGHT_PASS builtin to canvas shaders | Pedro J. Estébanez |
2017-06-07 | -Added proper access to depth texture from shader | Juan Linietsky |
2017-06-05 | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky |
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 |
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 |
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 |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde |
2017-01-01 | WIP particle system | Juan Linietsky |
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 |
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 |
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in gen... | Juan Linietsky |