Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-08-12 | Fix handling of normals that approach 1 | Nick Hahn | |
2018-08-07 | Tweak the default SpatialMaterial properties | Hugo Locurcio | |
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined. | |||
2018-07-22 | transmission was broken, fix was made. Also fixed treshold. | Juan Linietsky | |
2018-07-22 | Fix opaque pre pass not casting shadows | Juan Linietsky | |
2018-07-17 | Add disable ambient light flag to shaders and materials | Alex Roman | |
2018-07-12 | reformatted and restructured tonemap.glsl | alex-poe | |
2018-07-11 | added 'whitepoint' to ACES tonemapping | alex-2b17x4 | |
2018-07-05 | Move light 2D rotation to vertex shader | JFonS | |
2018-07-04 | Fix regression of 2D light height | JFonS | |
2018-07-04 | Merge pull request #19807 from JFonS/fix_light_vec_rotation | Rémi Verschelde | |
Fix rotation of 2D lights | |||
2018-07-04 | Merge pull request #19786 from JFonS/correct_normal_scaling | Rémi Verschelde | |
Add render mode to ensure correct normals when using non-uniform scaling | |||
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky | |
2018-06-21 | Add render mode to ensure correct normals when using non-uniform scaling | JFonS | |
2018-06-19 | Fix rotation of 2D lights | JFonS | |
2018-05-07 | Merge pull request #17845 from JFonS/disable_spatial_shadows | Juan Linietsky | |
Added flag on SpatialMaterial to disable shadows | |||
2018-05-06 | Added option to viewport to keep linear color | Bastiaan Olij | |
2018-05-04 | Skeletal deform working | Juan Linietsky | |
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky | |
2018-04-13 | Fixes canvas light shaders. | Pieter-Jan Briers | |
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think? | |||
2018-03-29 | Added flag on SpatialMaterial to disable shadows | JFonS | |
2018-01-18 | Fix typos in code and docs with codespell | Rémi Verschelde | |
Using v1.11.0 from https://github.com/lucasdemarchi/codespell | |||
2018-01-15 | Fix copy shader in GLSL ES 3.0 | Leon Krause | |
2018-01-13 | Merge pull request #15636 from mrcdk/fix_canvas_light | Rémi Verschelde | |
Set correct types on a couple variables inside light_compute in canvas.glsl | |||
2018-01-12 | Set correct types on a couple variables inside the canvas.glsl | MrCdK | |
2018-01-11 | Fixed graphic artifact caused by anisotropic filter | AndreaCatania | |
2018-01-10 | Clamp blend to fix screen space reflections | Bastiaan Olij | |
2018-01-09 | Fix shader compile error on Android | volzhs | |
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed: 23:191: S0001: Type mismatch, cannot convert from 'int' to 'float' At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed: | |||
2018-01-06 | properly blend interior and exterior ambient in reflection probes, fixes #14695 | Juan Linietsky | |
2018-01-06 | Use better initialization value for normalmap, fixes #14720 | Juan Linietsky | |
2018-01-05 | Fix dual paraboloid shadow maps, closes #14487 | Juan Linietsky | |
2018-01-05 | Fixed GIProbe blending, closes #15164 | Juan Linietsky | |
2018-01-02 | Some fixes to improve precision and speed on Android. Fixes precision issues ↵ | Juan Linietsky | |
on Mali and PowerVR. | |||
2017-12-26 | Merge pull request #14796 from AlmightyScientist/issue-14552 | Juan Linietsky | |
Shader Language: Fix Vertex Lighting artifacts. | |||
2017-12-26 | Fix sidedness check in material. Also remove SIDE built-in. | Juan Linietsky | |
2017-12-21 | Change skeleton processing to work on global coordinates, should help fix ↵ | Juan Linietsky | |
many import problems from Blender, GLTF2, etc. | |||
2017-12-19 | Fix pixel snap not being used in 3.0 | Guilherme Silva | |
2017-12-18 | Shader Language: Fix Vertex Lighting artifacts. | Enzo Nocera | |
- When using Direction Lighting along with Vertex Lighting, putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear. (#14552) Fixes #14552. | |||
2017-12-14 | -Add lightmapper | Juan Linietsky | |
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button) | |||
2017-12-10 | Fix usage of signed type in skeleton shader | Rémi Verschelde | |
The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used. Fixes #12804. | |||
2017-12-09 | Merge pull request #13424 from MillionOstrich/particles-pause-fix | Rémi Verschelde | |
Stop particles resetting on pause. | |||
2017-12-08 | After a lot of trial and error, i think rim lighting implementation is now ↵ | Juan Linietsky | |
perfect, closes #13986 | |||
2017-12-07 | Added small bit of bias depending on lenght for contact shadows, fixes #12726 | Juan Linietsky | |
2017-12-06 | Fixed rim lighting glitch, closes #13340, closes #13986 | Juan Linietsky | |
2017-12-03 | Disable invariant gl_Position to workaround Mesa bug 100316 | Rémi Verschelde | |
Fixes #13450, though it would be worth reverting if/when the Mesa bug is fixed. | |||
2017-12-01 | Properly take into consideration that VERTEX must be written to in opaque ↵ | Juan Linietsky | |
pre pass, does some speed up to scenes using triplanar. | |||
2017-11-30 | Stop particles resetting on pause. | MillionOstrich | |
2017-11-26 | Merge pull request #13290 from Chaosus/projectionfix | Rémi Verschelde | |
Fix invalid transform when skip_vertex_transform used | |||
2017-11-26 | Fixed invalid transform when skip_vertex_transform used | Chaosus | |
2017-11-27 | Fix shader compilation fail on Android | volzhs | |
Error message from logcat **ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed: 50:471: S0032: no default precision defined for parameter 'probe' At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed: | |||
2017-11-25 | -Fixed height fog (was broken) | Juan Linietsky | |
-Make sure materials are named in OBJ importer, so they can be saved outside as resources. |