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path: root/scene/3d/world_environment.h
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2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-08-13Fix some unnecessary includesAaron Franke
2021-04-11Use Array for node configuration warningsNathan Franke
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
2021-02-22Add preview Sun and Environmentreduz
* Adds both a preview sun and preview environment to the 3D editor. * They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene. * If any is added to the scene, the respective preview is disabled. * Changed WorldEnvironment to better handle multiple node versions. * Added a function in SceneTree to get the first node in a group. * Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-07-10Add override keywords.Marcel Admiraal
2020-07-01Environment: Refactor code for readability + moreRémi Verschelde
- Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-03-27Renamed 2D and 3D nodes to make their types explicitJuan Linietsky
Fixes #30736.
2020-02-11WIP CameraEffects implementation (bokeh not working for now)Juan Linietsky
2020-01-01Update copyright statements to 2020Rémi 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.
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-02-12Scene: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `scene/2d/navigation2d.h` -> `navigation_2d.h` - `scene/2d/screen_button.h` -> `touch_screen_button.h` - `scene/3d/scenario_fx.h` -> `world_environment.h` - `scene/audio/audio_player.h` -> `audio_stream_player.h` - `scene/resources/bit_mask.h` -> `bit_map.h` - `scene/resources/color_ramp.h` -> `gradient.h` - `scene/resources/shape_line_2d.h` -> `line_shape_2d.h` - `scene/resources/scene_format_text.h` -> `resource_format_text.h` - `scene/resources/sky_box.h` -> `sky.h` Dropped: - `scene/resources/bounds.h`