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path: root/scene/3d/baked_lightmap.cpp
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2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-11GIProbes working.Juan Linietsky
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-09-25Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde
Added some obvious errors explanations
2019-09-25Added some obvious errors explanationsqarmin
2019-07-10Notify changes in properties that can be edited by 3D gizmosHugo Locurcio
This makes the Inspector always display an up-to-date value after editing properties using 3D gizmos.
2019-07-02Updated lightmap baker to dynamically calculate lightmap sizes based on ↵Nathan Warden
surface area.
2019-06-16Tweak some editor property hints to be more flexible and consistentHugo Locurcio
This partially addresses #19242.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-05Fixes to baker, restored xatlas and fixed bake options.Juan Linietsky
2018-10-03Fix lightmap baking crash, may close some issues but I am not sure.Juan Linietsky
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-07-18Ability to disable scale in nodes, closes #19927Juan Linietsky
2018-02-19Fix timer second not zero padded when < 10Poommetee Ketson
Also RTR "Time Left:"
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-11Fix registered light_data property type nameRuslan Mustakov
2018-01-05Add missing copyright headers and fix formattingRémi 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.
2017-12-24-Removed OpenMP support, replaced by a custom class.Juan Linietsky
-Disabled Opus, implementation is wrong.
2017-12-21-Make capture dependent on a cell size, not subdivision.Juan Linietsky
-Fixed a bug recently introduced when releasing mouse events and calling popups
2017-12-18doc: Sync classref with current sourceRémi Verschelde
2017-12-18Added baked light support for gridmaps.Juan Linietsky
2017-12-17Limit the lightmapper subdivide to 1024Hein-Pieter van Braam
Due to memory contraints in other places in Godot it is unlikely that anything higher than 1024 will actually work. When/if we improve memory management for vectors we can increase this limit again
2017-12-16Fix gdnative generation for lightmapper.K. S. Ernest (iFire) Lee
2017-12-15BakedLightmap: Update gizmo when setting extents.Andreas Haas
Fixes #14696.
2017-12-14fix for compiling the new lightmapperMichele Valente
also changed two calls that were ambiguous
2017-12-14-Add lightmapperJuan 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)