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path: root/scene/resources/environment.h
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2017-10-22Many fixes to SSAO, should be good now.Juan Linietsky
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky
Closes #9186
2017-09-07Ability to use a sky for reflection together with a background color.Juan Linietsky
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-06-16Fixes to SSR, WIP.Juan Linietsky
2017-06-07Fog is complete!Juan Linietsky
2017-05-25Removed skybox support, added panorama support. Skybox support may come back ↵Juan Linietsky
eventually, but hope not.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2017-01-02ObjectTypeDB 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()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome 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!
2016-12-10DOF blur, near and far fields..Juan Linietsky
2016-12-08Multi stage glow with light bleeding from HDRJuan Linietsky
2016-12-07Tonemapping and Auto Exposure supportJuan Linietsky
2016-12-04Support for SSAOJuan Linietsky
2016-11-29Screen space reflection effectJuan Linietsky
2016-11-19working reflection probes!!Juan Linietsky
2016-10-29-Many many fixesJuan Linietsky
-Gizmos work again
2016-10-27PBR more or less working, still working on bringing gizmos backJuan Linietsky
2016-10-21More scene work, can display a skyboxJuan Linietsky
2016-10-03Begining 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
2016-03-09remove trailing whitespaceHubert Jarosz
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-03-16New option to send canvas to render bufferJuan Linietsky
allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
2014-06-27Misc FixesJuan Linietsky
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
2014-06-16More 3D WorkJuan Linietsky
-=-=-=-=-=- -ESM Shadow Mapping for softer and less glitchy shadows -HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end) -Fix to xml parse bug
2014-05-29More 3D ImprovementsJuan Linietsky
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
2014-05-14A bit of everything:Juan Linietsky
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky