Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-01-11 | solved particle memory leak, fixes #15591 | 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. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-12-23 | Set particles emitting to false when particles finish emitting with one-shot ↵ | MrCdK | |
enabled | |||
2017-12-15 | particles spread/flatness fixes, pi factorization | matrem | |
2017-12-10 | Style: Re-apply clang-format over recent invalid additions | Rémi Verschelde | |
2017-12-07 | Implement orbit velocity in particles (this is for 2D only, like in 2.1), ↵ | Juan Linietsky | |
closes #12764 Fixed tangential velocity (was broken) | |||
2017-12-07 | Style: Apply new clang-format 5.0 style to all files | Rémi Verschelde | |
2017-12-06 | -Fix particles with size==0, closes #13931 | Juan Linietsky | |
-Fixed material previews (dont show sphere unless for spatial) | |||
2017-11-19 | Make particles with DISABLE_Z active respect ALIGN_Y. Fixes #12865 | Tom Beckmann | |
2017-11-17 | Rename Rect3 to AABB. | Ferenc Arn | |
Fixes #12973. | |||
2017-11-10 | Fix particles' tangential acceleration randomness | MrCdK | |
2017-11-06 | Fix randomisation of initial particle velocity | MillionOstrich | |
2017-10-20 | Merge pull request #12052 from hi-ogawa/particle-material-conversion-plugin | Rémi Verschelde | |
Create ParticlesMaterialConversionPlugin | |||
2017-10-13 | Remove junk output | Ruslan Mustakov | |
Remove several prints that were added for engine debugging, but are of no use to the end user, and only pollute the editor and game logs. | |||
2017-10-12 | Create ParticlesMaterialConversionPlugin and format generated shader code | Hiroshi Ogawa | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-16 | Merge pull request #10309 from H4kor/particles | Rémi Verschelde | |
Fixing blinking particles at 0 initial velocity. | |||
2017-08-16 | Checking vecs before normalization. Fixes #10183 | Niko Abeler | |
2017-08-15 | Merge pull request #10170 from ISylvox/trail-divisor__editor-glitch | Juan Linietsky | |
Trail Divisor: Fixed Editor Glitch | |||
2017-08-12 | Disabling Particles::one_shot restarts emission | Zher Huei Lee | |
Fixes #10181 | |||
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-08 | trail divisor is now works properly | Indah Sylvia | |
2017-08-07 | Ability to pause particles, closes #3675 | Juan Linietsky | |
2017-06-28 | Reworked translation system | Juan Linietsky | |
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale | |||
2017-06-26 | Curve features | Marc Gilleron | |
- Ability to set tangents as linear - Indicative min and max values - CurveTexture doesn't need min and max anymore | |||
2017-06-25 | Usability improvements for folding. Unfortunately SpatialMaterial broke ↵ | Juan Linietsky | |
compatibility. | |||
2017-06-25 | Ability to restart particle system with a function call | Juan Linietsky | |
2017-06-24 | Added Curve resource | Marc Gilleron | |
- New resource for curves in y(x) form - CurveTexture now has a Curve - Curve and CurveTexture share the same editor | |||
2017-06-23 | Small fixes required to get platformer to work. | Juan Linietsky | |
Added back CanvasItemMaterial | |||
2017-06-22 | Properly exposed material types everywhere. | Juan Linietsky | |
2017-06-21 | 2D GPU Particles working.. | Juan Linietsky | |
2017-05-16 | Particles potential crash fix 2 | honix | |
2017-04-08 | Particle system is complete. Rejoice! | 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 | |||
2017-02-13 | 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 | |||
2017-01-14 | 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. | |||
2017-01-07 | 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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky | |
2016-10-03 | Begining of GLES3 renderer: | Juan Linietsky | |
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-02-16 | refix particles3d issue, bringing down the amount limit to 1024 | Nuno Donato | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |