Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-08-26 | Fixes several resource leaks in ... | Crazy-P | |
- gdscript - gdscript_compiler - regex - android/export - gles3/rasterizer (scene and storage) | |||
2018-08-24 | Fix generation of env map, closes #18880 | Juan Linietsky | |
2018-08-24 | Merge pull request #21364 from akien-mga/shaders-style | Rémi Verschelde | |
Style: Fix code formatting in GLSL shaders | |||
2018-08-24 | Added a more minimal test to avoid crash in #20677 but I dont think this is ↵ | Juan Linietsky | |
the cause | |||
2018-08-24 | Make some debug prints verbose-only, remove others | Rémi Verschelde | |
2018-08-24 | Style: Fix code formatting in GLES3 shaders | Rémi Verschelde | |
2018-08-24 | Add print_verbose to print to stdout only in verbose mode | Rémi Verschelde | |
Equivalent of the cumbersome: if (OS::get_singleton()->is_stdout_verbose()) print_line(msg); | |||
2018-08-21 | BPTC support | elasota | |
2018-08-12 | Fix handling of normals that approach 1 | Nick Hahn | |
2018-08-08 | Merge pull request #20681 from DavidSichma/master | Juan Linietsky | |
Keeping track of discard | |||
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. | |||
2018-08-06 | Added proper import support for 3D and Array textures | Juan Linietsky | |
2018-08-02 | Keeping track of discard | David Sichma | |
Shader compilation now keeps track of the discard key word. Previously only variables were monitored. But discard, which needs special treatment in some cases, went unnoticed by the compiler as discard is not a variable but a flow control. This commit adds monitoring for discard. | |||
2018-07-30 | add 3D textures | Thomas Herzog | |
2018-07-29 | Clear color was not correctly being set, fixes #4939 | Juan Linietsky | |
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. | |||
2018-07-25 | Merge pull request #20448 from volzhs/duplicated-code | Rémi Verschelde | |
Remove duplicated codes | |||
2018-07-25 | Merge pull request #18368 from Gamblify/RasterizerEngineSync | Rémi Verschelde | |
sync rasterizers with engine | |||
2018-07-25 | Remove duplicated codes | volzhs | |
2018-07-23 | Implemented Soft body | AndreaCatania | |
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer | |||
2018-07-23 | Added some API to visual server so from control VRAM buffer is more easy | AndreaCatania | |
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 | |
2018-07-22 | Shader lang: Properly assign INSTANCE_ID to gl_InstanceID | Rémi Verschelde | |
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088. | |||
2018-07-19 | -Project/Editor settings now use new inspector | Juan Linietsky | |
-Project/Editor settings now show tooltips properly -Settings thar require restart now will show a restart warning -Video driver is now visible all the time, can be changed easily -Added function to request current video driver | |||
2018-07-17 | Add disable ambient light flag to shaders and materials | Alex Roman | |
2018-07-17 | Revert "Fix #19507 Not emitted particles affects performance" | Max Hilbrunner | |
2018-07-17 | Merge pull request #19764 from malbach/godot_malbach | Max Hilbrunner | |
Fix #19507 Not emitted particles affects performance | |||
2018-07-16 | Finally figured out how to implement AnimatedTexture properly. | Juan Linietsky | |
2018-07-12 | Merge pull request #20096 from CptPotato/19163-aces-whitepoint | Max Hilbrunner | |
Fix missing whitepoint for ACES tonemapping | |||
2018-07-12 | reformatted and restructured tonemap.glsl | alex-poe | |
2018-07-12 | Merge pull request #19707 from toger5/fix_clipping_vflip | Max Hilbrunner | |
fix clipping with v_flip fixes: #18600 | |||
2018-07-11 | added 'whitepoint' to ACES tonemapping | alex-2b17x4 | |
2018-07-10 | fix wrong loop condition in MultiMesh allocation | karroffel | |
2018-07-06 | Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 | Juan Linietsky | |
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 | |||
2018-07-03 | Merge pull request #19682 from dragmz/particles_redraw_fix | Max Hilbrunner | |
Prevent redraws when an inactive Particles2D node is present | |||
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky | |
2018-06-25 | Fix #19507 Not emitted particles affects performance | malbach | |
2018-06-21 | Add render mode to ensure correct normals when using non-uniform scaling | JFonS | |
2018-06-20 | prevent redraws when an inactive Particles2D node is present | Marcin Zawiejski | |
2018-06-19 | Fix rotation of 2D lights | JFonS | |
2018-06-16 | fix clipping with v_flip fixes: #2929 | toger5 | |
2018-06-05 | Rasterizers are now in sync with engine | Gustav Lund | |
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed | |||
2018-05-27 | Merge pull request #19029 from BastiaanOlij/more_viewport_texture_fixes | Bastiaan Olij | |
Fixed generating radiance texture when using viewport texture for sky | |||
2018-05-26 | Merge pull request #18884 from bojidar-bg/17698-screentex-bug | Max Hilbrunner | |
Fix a corner-case bug in _copy_texscreen in the gles3 renderer | |||
2018-05-19 | Fixed generating radiance texture when using viewport texture for sky | Bastiaan Olij | |