Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-02-25 | Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. | Juan Linietsky | |
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float. | |||
2020-02-20 | Reworked signal connection system, added support for Callable and Signal ↵ | Juan Linietsky | |
objects and made them default. | |||
2020-02-20 | Fix MIMPAMPS typos in constants throughout the engine | Andrii Doroshenko (Xrayez) | |
2020-02-14 | Fix various GCC compilation warnings after Vulkan merge | Rémi Verschelde | |
Part of #36132. | |||
2020-02-13 | Remove more deprecated methods and code | Rémi Verschelde | |
2020-02-12 | doc: Add BaseMaterial3D strings ported from SpatialMaterial | Rémi Verschelde | |
Follow-up to #36135. | |||
2020-02-12 | doc: Sync classref with current source | Rémi Verschelde | |
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer. | |||
2020-02-11 | [Vulkan] Fix typo in shading modes | Yuri Roubinsky | |
2020-02-11 | Modernized default 3D material, fixes material bugs. | Juan Linietsky | |
2020-02-11 | Environment sky more or less working. | Juan Linietsky | |
2020-02-11 | Changes to material required to add custom shaders in RD renderer | 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 | |||
2020-01-02 | Don't connect ShaderMaterial's `changed` signal when not in the editor | Hugo Locurcio | |
This closes #34741. | |||
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. | |||
2019-11-17 | Properly update texture when roughness/metallic set | clayjohn | |
2019-11-02 | Force update SpatialMaterial when texture set and always use ALBEDO | clayjohn | |
2019-10-28 | Merge pull request #33104 from qarmin/fix_some_crashes | Rémi Verschelde | |
Fix some crashes and using null pointers | |||
2019-10-28 | Fix some crashes and using null pointers | Rafał Mikrut | |
2019-10-27 | Fixed using compressed textures and add work around for firefox webgl mesa ↵ | clayjohn | |
sampler limit | |||
2019-10-23 | Allows change Sprite3D scale if Billboard mode is enabled | Yuri Roubinsky | |
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 | |
2019-08-09 | Remove ERR_EXPLAIN from scene/* code | Tomasz Chabora | |
2019-07-22 | Revert "Tweak SpatialMaterial's default metallic and roughness texture channels" | Rémi Verschelde | |
2019-07-18 | Fix binormal sign when using triplanar mapping | Bojidar Marinov | |
Fixes #30671 | |||
2019-06-20 | Merge pull request #26205 from Calinou/spatialmaterial-use-packed-channels | Rémi Verschelde | |
Tweak SpatialMaterial's default metallic and roughness texture channels | |||
2019-06-16 | Tweak some editor property hints to be more flexible and consistent | Hugo Locurcio | |
This partially addresses #19242. | |||
2019-05-28 | Merge pull request #26978 from qarmin/fix_recursive_bitmapfont_crash | Rémi Verschelde | |
Fix crash when trying to set as Bitmap Font fallback one of his parent | |||
2019-05-21 | Implement shadow to opacity | Bastiaan Olij | |
2019-05-03 | Fix crash when trying to set fallback or next pass with one of parent | qarmin | |
2019-04-30 | Merge pull request #24437 from mateusfccp/single_quotes_option | Rémi Verschelde | |
Add settings for single-quotes on completion | |||
2019-02-25 | Several fixes to make GLES2 on HTML5 work much better. | Juan Linietsky | |
Changed math class error reporting to be a bit less paranoid. | |||
2019-02-24 | Explicitly use floating point numbers in the our shaders | Hein-Pieter van Braam | |
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers. | |||
2019-02-23 | -Treat scalar conversions when calling functions as error, closes #24261 | Juan Linietsky | |
-Make shader editor display errors if exist when just opening it -Make ShaderMaterial not lose parameters if opened in error. | |||
2019-02-23 | Tweak SpatialMaterial's default metallic and roughness texture channels | Hugo Locurcio | |
To follow the glTF 2.0 specification in all cases (including outside of imported glTF scenes), the blue channel is now used for metallic and the green channel is now used for roughness. | |||
2019-02-22 | -Support DEPTH_TEXTURE in GLES2, fixes #25106 | Juan Linietsky | |
-Fix use of transparent framebuffers in GLES2 -Fix use of ambient color clearing in GLES2 when no environment exists. | |||
2019-02-11 | Fix canvas particle material for old GLSL versions | JFonS | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2018-12-18 | Add settings for single-quotes on completion | Mateus Felipe C. C. Pinto | |
2018-12-11 | Merge pull request #23887 from ibrahn/dirty-material-list-lifetime | Rémi Verschelde | |
Moved dirty material lists from static to lifetime controlled by main. | |||
2018-12-11 | Merge pull request #22461 from dlasalle/#10480 | Rémi Verschelde | |
Hide shading options in SpatialMaterial when 'FLAG_UNSHADED' is set. | |||
2018-12-08 | Reverse bitangent on everythings to ensure default normal map behavriour is ↵ | Bastiaan Olij | |
consistent | |||
2018-11-21 | Moved dirty material lists from static to lifetime controlled by main. | Ibrahn Sahir | |
As with 7d82bed4f4cac8f5227d935c0496290e24eb48c8, The list is now destroyed before the OS object, so can print errors if there are unfreed materials. | |||
2018-11-19 | Fixing tangent and binormal logic | Bastiaan Olij | |
2018-11-14 | Ability to toggle flipping of tangent and binormal in depth parallax ↵ | Juan Linietsky | |
materials. Fixes #15934. | |||
2018-11-04 | Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D | JFonS | |
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu. | |||
2018-10-28 | Fix particle frames being cut off after 0de8309b2c38306a2c05f8f239fa423bc1b7899b | Bojidar Marinov | |
Fixes #23178 | |||
2018-09-29 | Many more GLES2 fixes | Juan Linietsky | |
2018-09-29 | Many fixes to GLES2 renderer, fixed compilation issues in GLES3 shaders. | Juan Linietsky | |
2018-09-28 | -Lightmap and lightmap capture support for GLES2 | Juan Linietsky | |
-Added hint to not show some properties when running on low end gfx |