Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky | |
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | |
2020-02-11 | Texture refactor | Juan 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 | |||
2020-01-01 | Update copyright statements to 2020 | Rémi 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. | |||
2019-10-22 | Auto-increment frame_coords when keying | Tomasz Chabora | |
2019-10-14 | Small fixes to redundand code, copy paste bugs | qarmin | |
2019-10-13 | Fixes Sprite frame_coords | Gilles Roudiere | |
2019-08-29 | Merge pull request #30635 from KoBeWi/billbo_3dns | Rémi Verschelde | |
Add a Billboard property for Sprite3D | |||
2019-08-28 | Add a Billboard property for Sprite3D | Tomasz Chabora | |
2019-07-27 | Add frame_cords accessors to Sprite and Sprite3D | groud | |
2019-07-25 | Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGE | Rémi Verschelde | |
This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead. | |||
2019-07-20 | Changed some code showed in LGTM and Coverage | qarmin | |
2019-07-09 | Improve the node configuration warning display | Hugo Locurcio | |
- Refer to properties explicitly when possible - When multiple warnings are returned, always separate them by one blank line to make them easier to distinguish - Improve grammar and formatting | |||
2019-07-06 | Added release function to PoolVector::Access. | Ibrahn Sahir | |
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope) | |||
2019-06-24 | Set to enum variables, only correct values | qarmin | |
2019-02-04 | Add frame support for Sprite3D with region enabled | Michael Alexsander Silva Dias | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-08 | Reverse bitangent on everythings to ensure default normal map behavriour is ↵ | Bastiaan Olij | |
consistent | |||
2018-11-19 | Fixing tangent and binormal logic | Bastiaan Olij | |
2018-11-13 | Merge pull request #23299 from FlamyAT/sprite3d-floating-offset | Rémi Verschelde | |
Changed Sprite3D to float based drawing | |||
2018-11-08 | -Moved EditorDefaultValue to ClassDB, made it core | Juan Linietsky | |
-Removed one and zero hints for properties, replaced by default value | |||
2018-10-26 | Changed integer based drawing to floating numbers | FlamyAT | |
2018-09-14 | Merge pull request #21502 from Web-eWorks/atlasfixes | Rémi Verschelde | |
AtlasTexture fixes, part 2. | |||
2018-09-12 | Make core/ includes absolute, remove subfolders from include path | Rémi 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. | |||
2018-08-27 | AtlasTexture fixes, part 2. | Webster Sheets | |
2018-06-13 | Polished 3D selection | JFonS | |
2018-05-08 | Fix AtlasTexture usage in Sprite3D. | Webster Sheets | |
Changes as requested in b484d5c. | |||
2018-05-07 | Revert "Fix Sprite3D's incorrect behavior when using AtlasTextures." | Juan Linietsky | |
2018-02-15 | Fix Sprite3D's incorrect behavior when using AtlasTextures. | Webster Sheets | |
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! | |||
2017-12-17 | Fix Sprite3D alpha_cut member not being initialized | Stefano Bonicatti | |
2017-11-17 | Rename Rect3 to AABB. | Ferenc Arn | |
Fixes #12973. | |||
2017-08-27 | Dead code tells no tales | Rémi Verschelde | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-24 | Convert Object::cast_to() to the static version | Hein-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/ | |||
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky | |
-Restored an alpha scissor property in Material | |||
2017-08-05 | Properly update frame range after modifying the vframe/hframes, closes #7624 | Juan Linietsky | |
2017-06-25 | Usability improvements for folding. Unfortunately SpatialMaterial broke ↵ | Juan Linietsky | |
compatibility. | |||
2017-06-19 | Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_master | Thomas Herzog | |
Add double-sided flag to SpriteBase3D [master] | |||
2017-06-09 | renamed all Rect3.pos to Rect3.position | alexholly | |
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-05-02 | Add double-sided flag to SpriteBase3D (fixes #8007) | Andrea Faulds | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
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 | |||
2017-01-16 | Style: Fix statements ending with ';;' | Rémi Verschelde | |