Age | Commit message (Collapse) | Author | |
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2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-06-26 | Some code changed with Clang-Tidy | qarmin | |
2019-02-27 | Massive improvement to GLES2 performance, rewrote most ShaderGLES2 class. | Juan Linietsky | |
This fixes #26337 | |||
2019-01-26 | Further fixes to avoid memory corruption, closes #25336 | Juan Linietsky | |
2019-01-25 | Properly dispose of custom shaders, closes #19300 | Juan Linietsky | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-11-17 | Removed unnecessary assignments | Wilson E. Alvarez | |
2018-09-23 | -Rewrote GLES2 lighting and shadows and optimized state changes, did many ↵ | Juan Linietsky | |
optimizations, added vertex lighting. -Did some fixes to GLES3 too | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi Verschelde | |
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes. | |||
2018-08-24 | Make some debug prints verbose-only, remove others | Rémi Verschelde | |
2018-07-26 | Reduce unnecessary COW on Vector by make writing explicit | Hein-Pieter van Braam | |
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case. | |||
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-18 | Merge pull request #14794 from endragor/remove-debug-logs | Rémi Verschelde | |
Remove debug logs that are of no use to end users | |||
2017-12-18 | Remove debug logs that are of no use to end users | Ruslan Mustakov | |
2017-12-17 | Cleanup some #if 0'd code | Rémi Verschelde | |
2017-12-05 | Improve slang, especially in user-visible parts | Unknown | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
2017-08-16 | Use precision for samples only when #version 300 es | Fabio Alessandrelli | |
Fix #10332 | |||
2017-08-11 | Some fixes for shaders and WebGL2 | Fabio Alessandrelli | |
Add padding to UBO data to be multiple of 16 bytes Add precision definition for samplers Replace texture2D (deprecated) with texture in shaders | |||
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky | |
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 | |||
2017-06-21 | 2D GPU Particles working.. | Juan Linietsky | |
2017-06-01 | Rework shading modes and change location of light shader | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
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 | |
2017-01-14 | 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. | |||
2017-01-06 | -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵ | Juan Linietsky | |
aligned to 16 -Changed Vector<> template to fit this. | |||
2016-11-29 | Screen space reflection effect | 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 | Changed to proper GLSL version | Juan Linietsky | |
2016-11-22 | Migrated from GLES to GLAD, fixes many issues. | Juan Linietsky | |
2016-11-11 | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky | |
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | |
2016-10-19 | Everything returning to normal in 3D, still a long way to go | Juan Linietsky | |
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only | |||
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in ↵ | Juan Linietsky | |
general | |||
2016-10-03 | Begining of GLES3 renderer: | Juan Linietsky | |
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working |