Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-03 | Merge pull request #15051 from binbitten/bug-fixes | Rémi Verschelde | |
Add missing image format RGB10A2. Fixes #14964 | |||
2018-01-02 | Some fixes to improve precision and speed on Android. Fixes precision issues ↵ | Juan Linietsky | |
on Mali and PowerVR. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-27 | Merge pull request #14971 from mrcdk/particles_emitting | Noshyaar | |
Set particles emitting to false when particles finish emitting with one-shot enabled | |||
2017-12-26 | Fixed proper texture binding for sprite material, fixes #13987 | Juan Linietsky | |
2017-12-26 | Property apply shader parameters, even when materials are being reused, ↵ | Juan Linietsky | |
fixes #14012 | |||
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 | |
2017-12-25 | Add missing image format RGB10A2. Fixes #14964 | binbitten | |
2017-12-23 | Set particles emitting to false when particles finish emitting with one-shot ↵ | MrCdK | |
enabled | |||
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 | Propertly deinitialize sampler FBO/Texture, fixes #14586,#14805 | Juan Linietsky | |
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. | |||
2017-12-18 | Merge pull request #14794 from endragor/remove-debug-logs | Rémi Verschelde | |
Remove debug logs that are of no use to end users | |||
2017-12-18 | Remove debug logs that are of no use to end users | Ruslan Mustakov | |
2017-12-17 | Cleanup some #if 0'd code | Rémi Verschelde | |
2017-12-16 | Don't glBindTexture() on viewports without effects | Hein-Pieter van Braam | |
@reduz said there was another place that needed to be checked for a similar issue but I have to admit I didn't understand. This fixes #13337 | |||
2017-12-16 | Merge pull request #14614 from vitrig/fix-immediate-geometry-acts-strangely | Juan Linietsky | |
Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool | |||
2017-12-14 | Fixes built-In "LIGHT" causing fragment compilation error | Arnaud PEZEL | |
Add a rename for shader LIGHT built-in, Fix bug #14537 | |||
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) | |||
2017-12-13 | Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool | Przemyslaw Czarnota | |
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. | |||
2017-12-10 | PropertyEditor: Filter out resource_local_to_scene | Rémi Verschelde | |
This lets the empty "Global" category disappear again. Also silence a debug print. | |||
2017-12-09 | -Ability to and unwrap lightmap coordinates on import | Juan Linietsky | |
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away | |||
2017-12-09 | Merge pull request #13341 from scayze/interp_v2 | Rémi Verschelde | |
Added interpolation qualifiers to shaderlang | |||
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 | |
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-12-07 | Style: Apply clang-format again on all files | Rémi Verschelde | |
Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook. | |||
2017-12-06 | Fixed rim lighting glitch, closes #13340, closes #13986 | Juan Linietsky | |
2017-12-05 | Improve slang, especially in user-visible parts | Unknown | |
2017-12-04 | -Implemented Proxy Textures (needed to solve the problem with ViewportTexture) | Juan Linietsky | |
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D) | |||
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 | small fix so shadows dont need to use a separate material for world vertex ↵ | Juan Linietsky | |
coords (more perf) | |||
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 | |
2017-11-27 | Added interpolation modifiers to shaderlang | Scayze | |
2017-11-26 | Merge pull request #13290 from Chaosus/projectionfix | Rémi Verschelde | |
Fix invalid transform when skip_vertex_transform used | |||
2017-11-26 | Merge pull request #13264 from zatherz/feature/projectsettings_limits | Juan Linietsky | |
Add range to anisotropic filter level | |||
2017-11-26 | Fixed invalid transform when skip_vertex_transform used | Chaosus | |
2017-11-26 | Merge pull request #13277 from DoctorAlpaca/master | Juan Linietsky | |
Fix particle preprocessing | |||
2017-11-26 | Merge pull request #12572 from RandomShaper/onion-skinning | Juan Linietsky | |
Onion skinning | |||
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. | |||
2017-11-25 | Fix particle preprocessing. Fixes #12460. | Eric Wiltfang | |
Remove an incorrect check likely left over from copying from the normal fixed_fps update case. Also makes sure that the preprocessing_time is always fully simulated, rather overshooting the mark than stopping early. | |||
2017-11-25 | Add range to anisotropic filter level (1 to 16 with integer steps) | Zatherz | |
2017-11-25 | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵ | Juan Linietsky | |
wrong function, leading to unnecesary copy on writes and reduced performance. | |||
2017-11-25 | Add ability to opt-out buffer swapping in `VS::draw()` | Pedro J. Estébanez | |