Age | Commit message (Expand) | Author |
2017-08-27 | -Moved script run to editor, removed from project | Juan Linietsky |
2017-08-25 | Fixed opaque unshaded materials, they go through the regular opaque render li... | Juan Linietsky |
2017-08-22 | Fade last cascade in directional shadow, closes #9779 | Juan Linietsky |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky |
2017-08-06 | Use vertex distance instead of z, fixes #9108 | Juan Linietsky |
2017-07-29 | Few small GI Probe fixes | Juan Linietsky |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky |
2017-07-15 | Many fixes to improve GI Probe quality | Juan Linietsky |
2017-07-15 | Fix to make voxel cone tracing work properly again | Juan Linietsky |
2017-07-15 | -Fix for multiple reflection probes causing issues. | 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 |
2017-07-05 | Fixed bug regarding to strange black shapes appearing in ice from material te... | Juan Linietsky |
2017-07-05 | Some changes to dual paraboloid envmap generation, fixes somme bleeding | Juan Linietsky |
2017-07-04 | Implemented environment arrays for skybox reflection and roughness, quality i... | Juan Linietsky |
2017-06-26 | -Fixed SCREEN_TEXTURE and other related 2D shader parameters. | Juan Linietsky |
2017-06-17 | -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ma... | Juan Linietsky |
2017-06-16 | TIME constant reverted to a single float, fixes #9123 | Juan Linietsky |
2017-06-14 | Fixed several bugs with directional light, and changed defaults to be more se... | Juan Linietsky |
2017-06-13 | Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 | Juan Linietsky |
2017-06-12 | Fix bug breaking shader when skeleton+tangents were used, closes #8673 | Juan Linietsky |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky |
2017-06-07 | Fog is complete! | 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 |
2017-06-01 | GI probes working back again | Juan Linietsky |
2017-06-01 | Rework shading modes and change location of light shader | Juan Linietsky |
2017-05-31 | stuff got modified :( | Juan Linietsky |
2017-05-31 | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky |
2017-05-30 | Several fixes related to PBR and Environment | Juan Linietsky |
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 |
2017-02-22 | 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 |
2017-02-08 | basic contact shadows implementation, will most likely need some polishing | Juan Linietsky |
2017-01-14 | Style: Fix whole-line commented code | RĂ©mi Verschelde |
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 |
2016-12-24 | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz |
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 |
2016-12-04 | 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 |
2016-11-22 | 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 |