Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-09-23 | Added light affect parameter to baked AO | Juan Linietsky | |
2017-09-23 | -Fixed redraw always on 3D viewprot bug | Juan Linietsky | |
-Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them. | |||
2017-09-23 | Fixes to rim parameter in shader | Juan Linietsky | |
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | |
2017-09-14 | Renamed function arguments to keep them consistent between declaration and ↵ | Wilson E. Alvarez | |
implementation | |||
2017-09-13 | Style: Apply clang-format to @reduz's changes | Rémi Verschelde | |
[ci skip] | |||
2017-09-12 | Merge pull request #10897 from themindoverall/fix_box_select | Rémi Verschelde | |
Fix draw_rect when width or height < 0 | |||
2017-09-12 | Many fixes to visual script, changed virtuals override for a proper selector. | Juan Linietsky | |
2017-09-12 | Merge pull request #10908 from hpvb/fix-unused-variables | Rémi Verschelde | |
Fix unused variable warnings | |||
2017-09-08 | Fix unused variable warnings | Hein-Pieter van Braam | |
The forth in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-09-08 | Fix various assorted warnings | Hein-Pieter van Braam | |
Fix various warnings that don't have enough instances to merit individual commits. Also fixes a potential bug in audio_server.cpp. | |||
2017-09-07 | Ability to use a sky for reflection together with a background color. | Juan Linietsky | |
2017-09-07 | Fixed orthogonal projection in all effects and post processes | Juan Linietsky | |
2017-09-07 | Several fixes to directional shadows, closes #10926 | Juan Linietsky | |
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized. | |||
2017-09-06 | Force redraw when HDR auto exposure is enable in all frames, fixes #10784 | Juan Linietsky | |
2017-09-06 | -Fix folow surface in subsurface scattering, closes #10696 | Juan Linietsky | |
-Fixed filter kernels of subsurface scattering so quality settings make more sense | |||
2017-09-06 | Fix frame selection in 2D particles, closes #10668 | Juan Linietsky | |
2017-09-05 | Fix directional vertex shaded light which was using normal instead of light ↵ | Juan Linietsky | |
color, closes #10608 | |||
2017-09-05 | Added support for for, break and continue. Closes #10560, closes #10661 | Juan Linietsky | |
2017-09-05 | Merge pull request #10990 from MednauN/unshaded-fix | Rémi Verschelde | |
Fix unshaded materials render | |||
2017-09-05 | Fix unshaded materials render | Evgeny Zuev | |
2017-09-05 | Automatically redraw when shaders using TIME are visible, fixes #10554 | Juan Linietsky | |
2017-09-04 | Fix opaque pre pass, closes #10472 | Juan Linietsky | |
2017-09-04 | Don't compare float to int | Henrik Andersson | |
2017-09-03 | Added transmission shader parameter. | Juan Linietsky | |
2017-09-02 | Fix draw_rect when width or height < 0. Fixes #10849 | Chris Serino | |
2017-09-02 | Merge pull request #10858 from letheed/add-shadow_filter-variant | Rémi Verschelde | |
add shadow_filter variant PCF7 | |||
2017-09-02 | Fix use of unitialized variables | Hein-Pieter van Braam | |
The second in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-09-01 | Merge pull request #10846 from hpvb/fix-sign-compare | Rémi Verschelde | |
Fix signed and unsigned comparisons | |||
2017-09-01 | Fix some argument ordering, closes #10010 | Juan Linietsky | |
2017-09-01 | Removed ontop property, added a material rendering priority system. Fixes ↵ | Juan Linietsky | |
#9935, closes #10135 | |||
2017-09-01 | Fix files header | Poommetee Ketson | |
2017-09-01 | add shadow_filter variant PCF7 | letheed | |
2017-09-01 | Fix signed and unsigned comparisons | Hein-Pieter van Braam | |
The first in my quest to make Godot 3.x compile with -Werror on GCC7 | |||
2017-08-31 | Merge pull request #10305 from H4kor/gles3 | Juan Linietsky | |
Fixes a bug in multimesh_instance_get_color | |||
2017-08-31 | Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transpose | Rémi Verschelde | |
Implement texture UV transpose in the gles3 renderer | |||
2017-08-31 | Merge pull request #10624 from letheed/master | Rémi Verschelde | |
Fix shadow filter pcf5 implemented as pcf7 | |||
2017-08-30 | Improved default directional shadow params, added bias split scale, closes #9828 | Juan Linietsky | |
2017-08-29 | Changed bools to uint32_t as this may be a compiler bug.. | Juan Linietsky | |
2017-08-29 | -Fixed screen edge SSAO filter, fixes #9678 | Juan Linietsky | |
-Raised the SSAO limits, making the effect a lot more useful -Still pending to enable tresholding to avoid some hollow places | |||
2017-08-29 | removed DISCARD built in variable, replaced by actual discard GLSL ↵ | Juan Linietsky | |
instruction, fixes #9677 | |||
2017-08-29 | Implement texture UV transpose in the gles3 renderer | Bojidar Marinov | |
Now tilemap rotations work again \o/ | |||
2017-08-28 | Merge pull request #10662 from hoelzl/python3-v3 | Rémi Verschelde | |
Make build scripts Python 3 compatible | |||
2017-08-27 | -Moved script run to editor, removed from project | Juan Linietsky | |
-fixed to code completion -fix shader crash bug reported by tagcup | |||
2017-08-27 | Make build scripts Python3 compatible | Matthias Hoelzl | |
- The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted. | |||
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-26 | Added/Fixed null pointer checks | Wilson E. Alvarez | |
2017-08-26 | -Massive clean up to gizmos | Juan Linietsky | |
-Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings | |||
2017-08-25 | Fixed opaque unshaded materials, they go through the regular opaque render ↵ | Juan Linietsky | |
list, closes #9917 |