Age | Commit message (Expand) | Author |
2020-03-08 | Complete NavigationMeshInstance rename | lupoDharkael |
2020-03-07 | ARVRController.is_button_pressed requires to return a boolean | Bastiaan Olij |
2020-03-05 | Add a new configuration warning to CollisionShape | Pierre Caye |
2020-02-28 | Merge pull request #36640 from reduz/resource-loader-refactor | Rémi Verschelde |
2020-02-28 | Removed interactive loader, added proper thread loading. | Juan Linietsky |
2020-02-28 | Signals: Port more uses of connect_compat | Rémi Verschelde |
2020-02-28 | Signals: Manually port most of remaining connect_compat uses | Rémi Verschelde |
2020-02-28 | Signals: Port connect calls to use callable_mp | Rémi Verschelde |
2020-02-28 | Merge pull request #36388 from AndreaCatania/some_renames | Rémi Verschelde |
2020-02-28 | Renamed NavigationPolygonInstance to NavigationRegion2D | Andrea Catania |
2020-02-27 | Renamed PlaneShape to WorldMarginShape | Andrea Catania |
2020-02-27 | Renamed NavigationMeshInstance to NavigationRegion | Andrea Catania |
2020-02-26 | Reimplement Mutex with C++'s <mutex> | Pedro J. Estébanez |
2020-02-25 | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. | Juan Linietsky |
2020-02-23 | Replace FALLTHROUGH macro by C++17 [[fallthrough]] | Rémi Verschelde |
2020-02-21 | Added StringName as a variant type. | Juan Linietsky |
2020-02-21 | Add support for named binds in Skin. | Juan Linietsky |
2020-02-20 | Reworked signal connection system, added support for Callable and Signal obje... | Juan Linietsky |
2020-02-18 | Fix compilation warnings and re-enable werror=yes on Travis | Rémi Verschelde |
2020-02-18 | Added utility functions to the new NavigationServer: | Andrea Catania |
2020-02-18 | PoolVector is gone, replaced by Vector | Juan Linietsky |
2020-02-15 | Reduce AudioStreamPlayer's pitch_scale max value | WARIO-MDMA |
2020-02-14 | Fix various GCC compilation warnings after Vulkan merge | Rémi Verschelde |
2020-02-13 | Remove more deprecated methods and code | Rémi Verschelde |
2020-02-12 | Merge pull request #36145 from akien-mga/remove-deprecated-friction-bounce | Rémi Verschelde |
2020-02-12 | ObjectID converted to a structure, fixes many bugs where used incorrectly as ... | Juan Linietsky |
2020-02-12 | Remove deprecated PhysicsBody friction and bounce parameters | Rémi Verschelde |
2020-02-12 | doc: Sync classref with current source | Rémi Verschelde |
2020-02-11 | Vulkan: Move thirdparty code out of drivers, style fixes | Rémi Verschelde |
2020-02-11 | WIP CameraEffects implementation (bokeh not working for now) | Juan Linietsky |
2020-02-11 | Fix code formatting issues and VS compilation | Rémi Verschelde |
2020-02-11 | Improved Voxel AO settings. | Juan Linietsky |
2020-02-11 | Fix to category in material. | Juan Linietsky |
2020-02-11 | Several fixes to GIProbes | Juan Linietsky |
2020-02-11 | Fixed uninitialized memory bug in voxelizer | Juan Linietsky |
2020-02-11 | Fix export template compilation | Pedro J. Estébanez |
2020-02-11 | AO support for GIProbe (right on time for Godot Sprint!) | Juan Linietsky |
2020-02-11 | GIProbe now generates a distance field on bake using CPU, for better compatib... | Juan Linietsky |
2020-02-11 | Dynamic object support for GI Probes (a bit buggy still) | Juan Linietsky |
2020-02-11 | Fixed 2D and 3D CPU Particles | Juan Linietsky |
2020-02-11 | More GIProbe work and fixes | Juan Linietsky |
2020-02-11 | GIProbes working. | Juan Linietsky |
2020-02-11 | Untested support for compute shaders | Juan Linietsky |
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky |
2020-02-11 | Several fixes to 3D rendering, and multimesh implementation. | Juan Linietsky |
2020-02-11 | Directional lights and shadow mapping are functional. | Juan Linietsky |
2020-02-11 | Rewrote large part of rendering, omni and spot shadows now work. | Juan Linietsky |
2020-02-11 | Base 3D engine done, still untested, though. | Juan Linietsky |
2020-02-11 | Changes to material required to add custom shaders in RD renderer | Juan Linietsky |
2020-02-11 | A lot of progress with canvas rendering, still far from working. | Juan Linietsky |