Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 |