Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-11-27 | Switch to textureLod for parallax offset, avoids errors on UWP. | Juan Linietsky | |
2017-11-15 | -Ability to choose operator for emission, closes #10441 | Juan Linietsky | |
-Ability to use proper operator for GI Probe, closes #10534 -Closes #12938 as it's no longer needed (thanks for the work though) | |||
2017-10-25 | fix a 'proximity_fade_distacne' typo in material | Jakub Grzesik | |
2017-10-23 | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde | |
2017-10-21 | Rename 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. | |||
2017-10-19 | Fix spatial shader conversion with texture | Hiroshi Ogawa | |
2017-10-01 | Switched Burley/Lambert, and restored diffuse term to 0-1 range for ↵ | Juan Linietsky | |
compatibility. | |||
2017-09-23 | Added light affect parameter to baked AO | Juan Linietsky | |
2017-09-23 | Fixes to rim parameter in shader | Juan Linietsky | |
2017-09-22 | Ability to convert from SpatialMaterial to ShaderMaterial | Juan Linietsky | |
2017-09-21 | Added proximity and distance fade to SpatialMaterial | Juan Linietsky | |
2017-09-11 | Material: fix priority not int | Poommetee Ketson | |
2017-09-05 | hide next pass for material types that make it pointless, closes #10686 | Juan Linietsky | |
2017-09-03 | Added transmission shader parameter. | Juan Linietsky | |
2017-09-02 | Made triplanar local space by default, world space optionally, closes #10159 | Juan Linietsky | |
2017-09-01 | Removed ontop property, added a material rendering priority system. Fixes ↵ | Juan Linietsky | |
#9935, closes #10135 | |||
2017-08-31 | Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979 | Juan Linietsky | |
2017-08-31 | Merge pull request #10401 from maxim-sheronov/fix_particles_spritesheet | Rémi Verschelde | |
Fix UV calculation for spritesheet in particles | |||
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-08-26 | Cleanup tons of obsolete commented out code | Rémi Verschelde | |
Mostly in EditorNode, dropping some obsolete editor plugins and also a cleanup of ProjectSettings/EditorSettings. | |||
2017-08-23 | Fix UV calculation for spritesheet in particles | Maxim Sheronov | |
Fix names of uniforms and make correct uv offset calculation | |||
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry | |
2017-08-17 | Oops, fixed wrong color masking problem. Closes #10149 | Juan Linietsky | |
2017-08-11 | Merge pull request #10194 from Keetz/update-default-values | Rémi Verschelde | |
Updated default values in SpatialMaterial and Environment | |||
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry | |
2017-08-09 | Updated default values in SpatialMaterial and Environment | Rasmus Ketelsen | |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan 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 | |||
2017-07-24 | Merge pull request #9764 from Noshyaar/pr-fix2 | Rémi Verschelde | |
Add object type hint for docs | |||
2017-07-23 | Add object type hint for docs | Poommetee Ketson | |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky | |
2017-07-11 | [#7212] Fixed missing 'Variant' return values in documentation. | ducdetronquito | |
2017-07-08 | Some adjustments to toon material to make it more flexible | Juan Linietsky | |
Ability to also disable specular | |||
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. ↵ | Juan Linietsky | |
Added multipass support for materials. | |||
2017-07-08 | -Added triplanar mapping modes | Juan Linietsky | |
-Some fixes to shader lang | |||
2017-07-03 | Clean up normalmapping, make sure tangents are imported correctly. | Juan Linietsky | |
2017-06-28 | Reworked translation system | Juan Linietsky | |
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale | |||
2017-06-25 | Usability improvements for folding. Unfortunately SpatialMaterial broke ↵ | Juan Linietsky | |
compatibility. | |||
2017-06-17 | -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to ↵ | Juan Linietsky | |
make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353 | |||
2017-06-15 | fix bug related to unshaded materials not working on MSVC. Not cleanest ↵ | Juan Linietsky | |
solution, might think about how to improve later. | |||
2017-06-05 | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky | |
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction. | |||
2017-06-04 | Added depth texture support (using parallax) to default material. | Juan Linietsky | |
2017-06-01 | Rework shading modes and change location of light shader | Juan Linietsky | |
2017-05-31 | rewritten PBR implementation to make it friendlier with Blender | Juan Linietsky | |
2017-05-30 | Several fixes related to PBR and Environment | Juan Linietsky | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky | |
2017-04-06 | Fix typo in FixedSpatialMaterial | Andreas Haas | |
NormapMap | |||
2017-03-05 | A 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 | |||
2017-02-16 | a ton of bug fixes to the renderer | Juan Linietsky | |