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path: root/scene/resources/material.h
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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
2017-08-31Merge 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
2017-08-23Fix UV calculation for spritesheet in particlesMaxim Sheronov
Fix names of uniforms and make correct uv offset calculation
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
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
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-08Some adjustments to toon material to make it more flexibleJuan Linietsky
Ability to also disable specular
2017-07-08Added triplanar mapping, toon mode, and more specular modes for materials. ↵Juan Linietsky
Added multipass support for materials.
2017-07-08-Added triplanar mapping modesJuan Linietsky
-Some fixes to shader lang
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-06-15Rename Godot-specific resource extensionsGeorge Marques
2017-06-05-working SCREEN_TEXTURE, SCREEN_UV shader variablesJuan Linietsky
-Added refraction support for default material -Enabled BCS adjustments, as well as color correction.
2017-06-04Added depth texture support (using parallax) to default material.Juan Linietsky
2017-06-01Rework shading modes and change location of light shaderJuan Linietsky
2017-05-31rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
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 :)
2017-01-02Add a metallic modeJuan Linietsky
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!
2016-12-02Subsurface scattering material param is now working!Juan Linietsky
2016-11-20Huge amount of improvement in the material system. Materials should beJuan Linietsky
a lot more complete and usable now.
2016-10-29-Many many fixesJuan Linietsky
-Gizmos work again
2016-10-27PBR more or less working, still working on bringing gizmos backJuan Linietsky
2016-10-102D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky
general
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
2015-01-11-Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky
fixed later. -fixed issue of opacity not working
2014-12-16New Code CompletionJuan Linietsky
-=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting
2014-10-12Little BitsJuan Linietsky
-=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found
2014-10-03missing fils from yesterday comit.Juan Linietsky
must have made some mistake with git, not sure why they were not sent..
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
2014-05-29More 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.
2014-05-24Making Godot Easier to Use..Juan Linietsky
-=-=-=-=-=-=-=-=-=-=-=-=-=-= -Auto indenter in code editor, this makes it much easier to paste external code. -Zoom in 2D viewport now uses the mouse pointer as reference. -Obscure hack to see where code/line of GDScript in C++ backtrace. -Fixed a bug where keys would get stuck on X11 if pressed simultaneously -Added Api on IP singleton to request local IPs. -Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky