Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-15 | Fix copy shader in GLSL ES 3.0 | Leon Krause | |
2018-01-15 | Fix Particles2D in WebGL 2.0 | Leon Krause | |
2018-01-13 | Merge pull request #15636 from mrcdk/fix_canvas_light | Rémi Verschelde | |
Set correct types on a couple variables inside light_compute in canvas.glsl | |||
2018-01-13 | Merge pull request #15633 from binbitten/fix-mat2-align | Rémi Verschelde | |
Fix mat2 alignment | |||
2018-01-12 | Fix mat2 alignment | binbitten | |
2018-01-12 | Set correct types on a couple variables inside the canvas.glsl | MrCdK | |
2018-01-12 | Attempt renaming multiple times on safe file save, and make the behavior ↵ | Juan Linietsky | |
optional. Fixes #14339. | |||
2018-01-12 | Fix mat2 alignment | Juan Linietsky | |
2018-01-12 | Fix uniform alignment, closes #14962 | Juan Linietsky | |
2018-01-12 | Instance dependency for particles was not being get rid of. Again fixes #15591 | Juan Linietsky | |
2018-01-11 | Properly fix blend equations for both transparent and non transparent ↵ | Juan Linietsky | |
framebuffers. Closes #15047 | |||
2018-01-11 | Fixed graphic artifact caused by anisotropic filter | AndreaCatania | |
2018-01-10 | Merge pull request #15555 from BastiaanOlij/clamp_blends | Rémi Verschelde | |
Clamp blend to fix screen space reflections | |||
2018-01-10 | Clamp blend to fix screen space reflections | Bastiaan Olij | |
2018-01-10 | Merge pull request #15553 from AlmightyScientist/issue-15453 | Rémi Verschelde | |
Shader Language: Fixes EXTRA_MATRIX undefined. | |||
2018-01-10 | Shader Language: Fixes EXTRA_MATRIX undefined. | AlmightyScientist | |
Fixes #15453. | |||
2018-01-10 | Fix stretch aspect keep mode | volzhs | |
Fix #15407 Fix #15514 | |||
2018-01-09 | Fix shader compile error on Android | volzhs | |
**ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed: 23:191: S0001: Type mismatch, cannot convert from 'int' to 'float' At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed: | |||
2018-01-08 | removed unused project setting rendering/quality/depth_prepass/disable | Jerome67000 | |
2018-01-08 | Fix use of execvp, earlier fix was short sighted and only worked | sambler | |
when godot could be found in PATH. The correct fix is to use sysctl to get the path to the current executable this also fixes the ability to call external commands. | |||
2018-01-06 | properly blend interior and exterior ambient in reflection probes, fixes #14695 | Juan Linietsky | |
2018-01-06 | Properly dispose of instance capture data, fixes #14795 | Juan Linietsky | |
2018-01-06 | Use better initialization value for normalmap, fixes #14720 | Juan Linietsky | |
2018-01-06 | Ensure depth reads go via alpha render list, fixes #14759 | Juan Linietsky | |
2018-01-06 | Improve detection of variable writing in shader, fixes #15177 | Juan Linietsky | |
2018-01-05 | Fixed problem with missing uninitialized last byte on waveform trip, closes ↵ | Juan Linietsky | |
#15316 | |||
2018-01-05 | Fix dual paraboloid shadow maps, closes #14487 | Juan Linietsky | |
2018-01-05 | Fixed GIProbe blending, closes #15164 | Juan Linietsky | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-04 | Add support from properly exporting shared objects, needed for GDNative export | Juan Linietsky | |
2018-01-04 | Change OS::initialize signature to return Error (fix segfault on x11) | Emmanuel Leblond | |
2018-01-03 | found via cppcheck: | firefly2442 | |
remove code that will never run make definition and declaration names for parameters match change floats that were being set to bool values remove pointer that is never used | |||
2018-01-04 | Fix crash in OS::execute on FreeBSD | Rémi Verschelde | |
As spotted by @robfram, closes #15288. Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog. | |||
2018-01-04 | Merge pull request #15170 from ibrahn/fix-particle-leak | Rémi Verschelde | |
RasterizerStorageGLES3, delete particle objects freed by RID | |||
2018-01-03 | Revert "Add missing image format RGB10A2. Fixes #14964" | Juan Linietsky | |
2018-01-03 | RasterizerStorageGLES3, delete particle objects freed by RID | Ibrahn Sahir | |
fixes #15151 | |||
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. |