Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-06-09 | renamed all Rect3.pos to Rect3.position | alexholly | |
2017-06-07 | -Added proper access to depth texture from shader | Juan Linietsky | |
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future. | |||
2017-06-02 | many fixes to image loader, voxel cone tracing, etc. | Juan Linietsky | |
2017-06-01 | GI probes working back again | Juan Linietsky | |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky | |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-03-05 | Add a bunch of missing Godot headers in own files | Rémi Verschelde | |
2017-02-16 | a ton of bug fixes to the renderer | Juan Linietsky | |
2017-02-15 | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky | |
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam | |
This new name also makes its purpose a little clearer This is a step towards fixing #56 | |||
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam | |
This saves typing and is a step towards fixing #56 | |||
2017-02-06 | ability to adjust propagation in gi probe | Juan Linietsky | |
2017-02-06 | Several bugfixes, improving the import workflow | Juan Linietsky | |
2017-01-16 | Overloaded 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. | |||
2017-01-16 | Working on compile issues for iOS | BastiaanOlij | |
2017-01-14 | Style: Fix whole-line commented code | Rémi 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. | |||
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-10 | Few small fixes so tools=no and target=release compiles | BastiaanOlij | |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-02 | ObjectTypeDB 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() | |||
2016-12-31 | Some fixes and clean ups | Juan Linietsky | |
2016-12-30 | begin work on new particle system | reduz | |
2016-12-23 | baking now shows a proper button, and bakes can be saved. | Juan Linietsky | |
2016-12-22 | can bake for omni and spotlight | Juan Linietsky | |
store normal when baking | |||
2016-12-20 | work in progress global illumination | Juan Linietsky | |