Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-03-24 | Fix typos in source code using codespell | Rémi Verschelde | |
From https://github.com/lucasdemarchi/codespell | |||
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 | |
work though | |||
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 | 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. | |||
2017-01-01 | WIP particle system | Juan Linietsky | |
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering | |||
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 | |
are no longer valid :( | |||
2016-12-22 | can bake for omni and spotlight | Juan Linietsky | |
store normal when baking | |||
2016-12-21 | Some BRDF fixes | Juan Linietsky | |
2016-12-20 | work in progress global illumination | Juan Linietsky | |
2016-12-10 | DOF blur, near and far fields.. | Juan Linietsky | |
2016-12-08 | Multi stage glow with light bleeding from HDR | Juan Linietsky | |
2016-12-07 | Tonemapping and Auto Exposure support | Juan Linietsky | |
2016-12-04 | Support for SSAO | Juan Linietsky | |
2016-12-02 | Subsurface scattering material param is now working! | Juan Linietsky | |
2016-11-30 | Add missing glsl file and remove generated .h files | Juan Linietsky | |
2016-11-29 | Screen space reflection effect | Juan Linietsky | |
2016-11-24 | Blend shapes using transform feedback (GPU) | 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 | |
a lot more complete and usable now. | |||
2016-11-19 | working reflection probes!! | Juan Linietsky | |
2016-11-11 | Done with lights and shadows (wonder if i'm missing something..) | 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 | |
-Gizmos work again | |||
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | |
2016-10-21 | More scene work, can display a skybox | 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 |