Age | Commit message (Expand) | Author |
2018-07-18 | Several improvements to editor inspector usability and style | Juan Linietsky |
2018-07-18 | Ability to disable scale in nodes, closes #19927 | Juan Linietsky |
2018-05-16 | Allow editing of some unbound properties when hinted (or no range hinted) | Juan Linietsky |
2018-05-15 | -New inspector. | Juan Linietsky |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde |
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde |
2017-12-14 | -Add lightmapper | Juan Linietsky |
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde |
2017-11-19 | Ability to change indirect light energy. | Juan Linietsky |
2017-11-17 | Rename Rect3 to AABB. | Ferenc Arn |
2017-11-09 | Reworked how servers preallocate RIDs, should fix #10970 | Juan Linietsky |
2017-10-22 | Revert "In editor, instance DirectionalLight with an initial orientation" | Giantblargg |
2017-10-22 | Bind unbound enums, rearrange some by value | Poommetee Ketson |
2017-09-25 | In editor, instance DirectionalLight with an initial sun-like orientation | Marc Gilleron |
2017-09-13 | Fix enums bindings | Maxim Sheronov |
2017-09-08 | Fix serveral recent new clang-format errors | Hein-Pieter van Braam |
2017-09-07 | Several fixes to directional shadows, closes #10926 | Juan Linietsky |
2017-08-30 | Improved default directional shadow params, added bias split scale, closes #9828 | Juan Linietsky |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-21 | Merge pull request #10351 from neikeq/enums-are-for-the-weak | Juan Linietsky |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry |
2017-08-20 | Merge pull request #10319 from neikeq/pr-engine-editor-hint | Juan Linietsky |
2017-08-19 | -Fix all shadow and culling related issues, fixes #9330 | Juan Linietsky |
2017-08-19 | Removes editor_hint from SceneTree | Ignacio Etcheverry |
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky |
2017-06-14 | Fixed several bugs with directional light, and changed defaults to be more se... | Juan Linietsky |
2017-06-13 | Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 | Juan Linietsky |
2017-06-12 | Change Omni light default mode to Cube, avoids users confusing it as a bug, c... | 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 |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde |
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few modi... | Juan Linietsky |
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam |
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam |
2017-02-08 | basic contact shadows implementation, will most likely need some polishing | Juan Linietsky |
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde |
2017-01-13 | New API for visibility in both CanvasItem and Spatial | Juan Linietsky |
2017-01-11 | Type renames: | Juan Linietsky |
2017-01-10 | It is now possible to name layers of different kinds! | Juan Linietsky |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and re... | Juan Linietsky |
2017-01-04 | -Conversion of most properties to a simpler syntax, easier to use by script | Juan Linietsky |
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Va... | Juan Linietsky |
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde |
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde |
2016-12-20 | work in progress global illumination | Juan Linietsky |
2016-12-02 | Subsurface scattering material param is now working! | Juan Linietsky |
2016-11-20 | Huge amount of improvement in the material system. Materials should be | Juan Linietsky |
2016-11-11 | Done with lights and shadows (wonder if i'm missing something..) | Juan Linietsky |
2016-11-09 | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky |
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky |