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AgeCommit message (Collapse)Author
2017-07-03Clean up normalmapping, make sure tangents are imported correctly.Juan Linietsky
2017-07-03Update visibility icon properlyvolzhs
2017-06-30-Many fixes to VisualScript, fixed property names, etc.Juan Linietsky
-Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-06-27Merge pull request #9404 from Zylann/curve_improvementJuan Linietsky
Curve improvement
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
-Fixded BackBuffercopy object
2017-06-26Curve featuresMarc Gilleron
- Ability to set tangents as linear - Indicative min and max values - CurveTexture doesn't need min and max anymore
2017-06-25Usability improvements for folding. Unfortunately SpatialMaterial broke ↵Juan Linietsky
compatibility.
2017-06-25Ability to restart particle system with a function callJuan Linietsky
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-24-Restored support for Canvas BG mode on EnvironmentJuan Linietsky
-Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR!
2017-06-24Added Curve resourceMarc Gilleron
- New resource for curves in y(x) form - CurveTexture now has a Curve - Curve and CurveTexture share the same editor
2017-06-23Small fixes required to get platformer to work.Juan Linietsky
Added back CanvasItemMaterial
2017-06-22Properly exposed material types everywhere.Juan Linietsky
2017-06-212D GPU Particles working..Juan Linietsky
2017-06-19Merge pull request #8629 from hikari-no-yume/Sprite3D_double_sided_flag_masterThomas Herzog
Add double-sided flag to SpriteBase3D [master]
2017-06-19Merge pull request #8870 from tagcup/pathfollowThomas Herzog
Fix PathFollow rotations.
2017-06-16Merge pull request #9208 from Calinou/tweak-default-fovRémi Verschelde
Increase the default perspective camera FOV
2017-06-16Godot 3.0 primitives as resources for use with MeshInstanceBastiaanOlij
Adds the following resources: - CapsuleMesh: a capsule object - CubeMesh: a cube that can be subdivided - CylinderMesh: a cylinder - PlaneMesh: a horizontal plane that can be subdivided - PrismMesh: a prism shape - SphereMesh: a sphere - QuadMesh: reintroduction of the original quadmesh Removes the old Quad and TestCube nodes
2017-06-16Increase the default perspective camera FOVHugo Locurcio
This does not affect existing projects, but will affect newly-created editor settings and Camera nodes.
2017-06-14Merge pull request #9165 from Noshyaar/pr-areaRémi Verschelde
Refactor layer_mask to collision_layer
2017-06-14Fixed several bugs with directional light, and changed defaults to be more ↵Juan Linietsky
sensible.
2017-06-14Refactor layer_mask to collision_layerPoommetee Ketson
2017-06-13Remove default shadow bias of 0.1 for spot and omni light, fixes #8654Juan Linietsky
2017-06-12Change Omni light default mode to Cube, avoids users confusing it as a bug, ↵Juan Linietsky
closes #8813
2017-06-09renamed all Rect3.pos to Rect3.positionalexholly
2017-06-07-Added proper access to depth texture from shaderJuan Linietsky
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-06-02many fixes to image loader, voxel cone tracing, etc.Juan Linietsky
2017-06-01GI probes working back againJuan Linietsky
2017-05-31Fix PathFollow rotations.Ferenc Arn
Used parallel transport to move the object along the curve. Also introduced a few more math checks useful for debugging.
2017-05-22Merge pull request #8832 from Zireael07/vehicle-improvs-masterRémi Verschelde
Expose wheel's contact to GDScript and set roll influence in editor [3.0]
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-05-20GDScript can now tell if the wheel is in contact with the ground; change ↵Zireael07
roll influence of the wheel in editor
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-16Particles potential crash fix 2honix
2017-05-02Add double-sided flag to SpriteBase3D (fixes #8007)Andrea Faulds
2017-04-24Merge pull request #8509 from nunodonato/fixspatialmaterialRémi Verschelde
Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterial
2017-04-24Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterialNuno Donato
2017-04-24Merge pull request #8395 from 20kdc/masterRémi Verschelde
Ported move_and_slide to KinematicBody (3D)
2017-04-24Merge pull request #8102 from bd339/iss3172Rémi Verschelde
Show 3D raycasts when debugging collisions
2017-04-21Ported/fixed move_and_slide to KinematicBody (3D+floor/ceiling args)20kdc
This version of the commit has the on_ceiling/on_wall fix without any explaination of that code, since apparently it wasn't complicated enough. As for the notes at the top of the function, they're still there. move_and_slide is rather useful for character-controllers, etc. It reduces the amount of boilerplate code. Not having move_and_slide makes the APIs somewhat inconsistent. (It might be nice to figure out a way to share the code between the two move_and_slide implementations, but that's for someone who knows what the policy is on shared code like that.)
2017-04-08Particle system is complete. Rejoice!Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-04-03Fix more property names in _change_notify calls.Andreas Haas
2017-03-30Show 3D raycasts when debugging collisionsBenjamin Dahse
Represent a raycast by a line segment using the direction and magnitude of the cast_to vector. The entire line segment will become red while a collision occurs.
2017-03-05A 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
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..