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2017-02-08basic contact shadows implementation, will most likely need some polishingJuan Linietsky
2017-02-06shadows were not working in-editor for nvidia, fixed nowJuan Linietsky
2017-02-06ability to adjust propagation in gi probeJuan Linietsky
2017-02-06Several bugfixes, improving the import workflowJuan Linietsky
2017-02-02Merge pull request #7689 from eska014/webgl2Rémi Verschelde
Enable WebGL2 in web export, start fixing build
2017-02-01Enable WebGL2 in web export, start fixing buildeska
Will not yet compile
2017-01-21WIP new AudioServer, with buses, effects, etc.Juan Linietsky
2017-01-16Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn
than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
2017-01-16Adapt platforms to AudioServer refactoringRémi Verschelde
Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-16Style: Various fixes to play nice with clang-formatRémi Verschelde
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-15Oops! Audio engine has vanished :DJuan Linietsky
2017-01-14no more errors related to missing GlobalConfig::Get (or so I hope)Juan Linietsky
2017-01-15Merge pull request #7513 from djrm/compilation_fixRémi Verschelde
Matrix32 -> Transform2D
2017-01-15Merge pull request #7510 from Faless/tcp_connectRémi Verschelde
TCP connect always opens the correct socket type
2017-01-14StreamPeerWinsock: Fix changed declarationsRémi Verschelde
Bug introduced in dcb95ec1473eff3f455909cd81c3cd50b1e1159b.
2017-01-14DirAccessWindows: Fix list_dir_begin return typeRémi Verschelde
Fixes bug introduced in da4170540cbe3dcec4855ddbb59edf1abd7cf9b4.
2017-01-14removed duplicated functions in class hierarchy that were bound more than onceJuan Linietsky
added a check to detect this case in the future
2017-01-14Style: Fix whole-line commented codeRémi 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.
2017-01-14Fixed dir access return value, changed it to Error like all other funcsJuan Linietsky
2017-01-14UDP.set_send_address to UDP.set_dest_addressJuan Linietsky
2017-01-13TCP connect always opens correct socket typeFabio Alessandrelli
TCP client connections does not need to rely on ipv6 dual stack sockets
2017-01-13Matrix32 -> Transform2DDaniel J. Ramirez
2017-01-12Improvements to scons defined WINVER/_WIN32_WINNTFabio Alessandrelli
2017-01-12Unify naming of blendshape / morphtarget into just "Blend Shape"Juan Linietsky
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Merge pull request #7425 from lonesurvivor/masterRémi Verschelde
Fix for the huge audio latency (>200 ms) for the …
2017-01-09Windows: Workaround missing includes in MinGW-w64 < 4Rémi Verschelde
The MinGW-w64 version we have on our Travis build environment (Ubuntu 12.04, mingw-w64 2.0.1, gcc 4.6) is old and has some missing includes in the dependencies of the `tcpmib.h` header [0] [1] [2]. Those were not triggered before 6323779596dea0db7f58afef7d3d3d5588ef20cb probably due to conflicting WINVER definitions which prevented triggering the code specific to >= 0x0600 (Vista). We ensure it won't be triggered by defining the _WIN32_WINNT macro to Windows XP compatibility.
2017-01-08Windows: Define _WIN32_WINRT to 0x0600 (Vista)Rémi Verschelde
Passed as a compiler define to be sure it is always define before windows.h is loaded. This means that Godot officially requires Vista API or later, it will not work on Windows XP or earlier. Also fix a bogus check for Windows 7 API.
2017-01-08Use more compatible initializarion of RWLockPosixJuan Linietsky
2017-01-08Added missing readers writers lock to windows, should compile and run again..Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-06Move glad files to thirdparty dirRémi Verschelde
2017-01-06-Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky
aligned to 16 -Changed Vector<> template to fit this.
2017-01-05Fix for the huge audio latency of the SamplePlayer (>200 ms)lonesurvivor
- fixes PulseAudio, ALSA and RtAudio driver - cleans up the driver files for better readability (mostly whitespace-related stuff) - makes ALSA and Pulseaudio actually use the global setting "audio/mix_rate" for the sample rate instead of a fixed value (RtAudio did this already)
2017-01-05Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-04First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij
renderer for Mac OS X. Still broken at this point.
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-02Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde
Fixes and improvementes for IPv6 implementation.
2017-01-01WIP particle systemJuan Linietsky
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-12-31Some fixes and clean upsJuan Linietsky
2016-12-30begin work on new particle systemreduz
2016-12-25now it really works on window for realreduz
2016-12-24fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz
are no longer valid :(
2016-12-23Fixed many more bugs reported by ValgrindJuan Linietsky
2016-12-23eliminated some crashes according to llvm address sanitizerJuan Linietsky