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path: root/scene/3d/gi_probe.cpp
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2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-10-04Restored normal bias as default bias in GIProbeJuan Linietsky
2017-09-12Merge pull request #10908 from hpvb/fix-unused-variablesRémi Verschelde
Fix unused variable warnings
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-08Remove assignment and declarations in if statementsHein-Pieter van Braam
After discussing with @reduz and @akien-mga it was decided that we do not allow assignments or declarations in if statements. This PR removes the instances of this I could find by automated means.
2017-09-06Check whether stuff is visible before baking it, closes #10525Juan Linietsky
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-07-29Few small GI Probe fixesJuan Linietsky
2017-07-19Add object type hint for docsPoommetee Ketson
2017-07-15Many fixes to improve GI Probe qualityJuan Linietsky
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-07-Added proper access to depth texture from shaderJuan Linietsky
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-02many fixes to image loader, voxel cone tracing, etc.Juan Linietsky
2017-06-01GI probes working back againJuan Linietsky
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-05A 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
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-02-16a ton of bug fixes to the rendererJuan Linietsky
2017-02-15Many fixes to make exported scenes work better, still buggy.Juan Linietsky
2017-02-13Rename the _MD macro to D_METHODHein-Pieter van Braam
This new name also makes its purpose a little clearer This is a step towards fixing #56
2017-02-13Remove use of _SCS from ADD_METHODHein-Pieter van Braam
This saves typing and is a step towards fixing #56
2017-02-06ability to adjust propagation in gi probeJuan Linietsky
2017-02-06Several bugfixes, improving the import workflowJuan 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.
2017-01-16Working on compile issues for iOSBastiaanOlij
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.
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-10Few small fixes so tools=no and target=release compilesBastiaanOlij
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
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()
2016-12-31Some fixes and clean upsJuan Linietsky
2016-12-30begin work on new particle systemreduz
2016-12-23baking now shows a proper button, and bakes can be saved.Juan Linietsky
2016-12-22can bake for omni and spotlightJuan Linietsky
store normal when baking
2016-12-20work in progress global illuminationJuan Linietsky