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path: root/scene/resources/material.cpp
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2018-08-07Tweak the default SpatialMaterial propertiesHugo Locurcio
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined.
2018-07-26Added keep scale flag to billboard materialsJFonS
2018-07-17Add disable ambient light flag to shaders and materialsAlex Roman
2018-07-14Visual Shaders are back.Juan Linietsky
2018-06-21Add render mode to ensure correct normals when using non-uniform scalingJFonS
2018-05-08Merge pull request #18374 from JFonS/fix_particles_animationJuan Linietsky
Fix particle animation controls
2018-04-23Fix particle animation controlsJFonS
2018-03-29Added flag on SpatialMaterial to disable shadowsJFonS
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-15Added refraction possibility for triplanar uv modeChaosus
2018-01-12Merge pull request #15629 from endragor/fix-shader-propertyRémi Verschelde
Fix Material's shader property binding
2018-01-12Fix Material's shader property bindingRuslan Mustakov
ShaderGraph doesn't exist in 3.0.
2018-01-12Make burley default for materials, fixes #15054Juan Linietsky
2018-01-12Bind many more properties to scriptsBojidar Marinov
Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-26Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky
2017-12-14-Add lightmapperJuan Linietsky
-Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-06-Fix particles with size==0, closes #13931Juan Linietsky
-Fixed material previews (dont show sphere unless for spatial)
2017-12-04-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-11-27Switch to textureLod for parallax offset, avoids errors on UWP.Juan Linietsky
2017-11-15-Ability to choose operator for emission, closes #10441Juan Linietsky
-Ability to use proper operator for GI Probe, closes #10534 -Closes #12938 as it's no longer needed (thanks for the work though)
2017-10-25fix a 'proximity_fade_distacne' typo in materialJakub Grzesik
2017-10-23Revert "Rename Schlick GGX to GGX."Rémi Verschelde
2017-10-21Rename Schlick GGX to GGX.Ferenc Arn
Schlick's approximation and GGX are orthogonal concepts. Furthermore, it's usage so far has been inconsistent: we don't even use it with anisotropic SchlickGGX, and Burley (Disney) diffuse does use it while its name doesn't indicate it. The use of Schlick's approximation in Burley and GGX is an implementation detail and doesn't need to be reflected to the namig.
2017-10-19Fix spatial shader conversion with textureHiroshi Ogawa
2017-10-01Switched Burley/Lambert, and restored diffuse term to 0-1 range for ↵Juan Linietsky
compatibility.
2017-09-23Added light affect parameter to baked AOJuan Linietsky
2017-09-23Fixes to rim parameter in shaderJuan Linietsky
2017-09-22Ability to convert from SpatialMaterial to ShaderMaterialJuan Linietsky
2017-09-21Added proximity and distance fade to SpatialMaterialJuan Linietsky
2017-09-11Material: fix priority not intPoommetee Ketson
2017-09-05hide next pass for material types that make it pointless, closes #10686Juan Linietsky
2017-09-03Added transmission shader parameter.Juan Linietsky
2017-09-02Made triplanar local space by default, world space optionally, closes #10159Juan Linietsky
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-08-31Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979Juan Linietsky
2017-08-31Merge pull request #10401 from maxim-sheronov/fix_particles_spritesheetRémi Verschelde
Fix UV calculation for spritesheet in particles
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-26Cleanup tons of obsolete commented out codeRémi Verschelde
Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings.
2017-08-23Fix UV calculation for spritesheet in particlesMaxim Sheronov
Fix names of uniforms and make correct uv offset calculation
2017-08-20ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry
2017-08-17Oops, fixed wrong color masking problem. Closes #10149Juan Linietsky
2017-08-11Merge pull request #10194 from Keetz/update-default-valuesRémi Verschelde
Updated default values in SpatialMaterial and Environment
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-09Updated default values in SpatialMaterial and EnvironmentRasmus Ketelsen
2017-08-08-Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky
-Restored an alpha scissor property in Material
2017-08-02-Added GLTF scene support (still missing animations and .glb extension)Juan Linietsky
-Fixed bugs regarding tangent generation in SurfaceTool
2017-07-24Merge pull request #9764 from Noshyaar/pr-fix2Rémi Verschelde
Add object type hint for docs