Age | Commit message (Expand) | Author |
2018-07-17 | Add disable ambient light flag to shaders and materials | Alex Roman |
2018-07-14 | Visual Shaders are back. | Juan Linietsky |
2018-06-21 | Add render mode to ensure correct normals when using non-uniform scaling | JFonS |
2018-03-29 | Added flag on SpatialMaterial to disable shadows | JFonS |
2018-02-21 | Fix typos with codespell | luz.paz |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde |
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde |
2017-12-14 | -Add lightmapper | Juan Linietsky |
2017-12-06 | -Fix particles with size==0, closes #13931 | Juan Linietsky |
2017-12-04 | -Implemented Proxy Textures (needed to solve the problem with ViewportTexture) | Juan Linietsky |
2017-11-15 | -Ability to choose operator for emission, closes #10441 | Juan Linietsky |
2017-10-23 | Revert "Rename Schlick GGX to GGX." | Rémi Verschelde |
2017-10-21 | Rename Schlick GGX to GGX. | Ferenc Arn |
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 compatibi... | Juan Linietsky |
2017-09-23 | Added light affect parameter to baked AO | 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 |
2017-09-05 | 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 #99... | Juan Linietsky |
2017-08-31 | Merge pull request #10401 from maxim-sheronov/fix_particles_spritesheet | Rémi Verschelde |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-23 | Fix UV calculation for spritesheet in particles | Maxim Sheronov |
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg |
2017-08-08 | -Restored Sprite3D to working function, fixes #2061, fixes #9738 | Juan Linietsky |
2017-08-02 | -Added GLTF scene support (still missing animations and .glb extension) | Juan Linietsky |
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky |
2017-07-08 | Some adjustments to toon material to make it more flexible | Juan Linietsky |
2017-07-08 | Added triplanar mapping, toon mode, and more specular modes for materials. Ad... | Juan Linietsky |
2017-07-08 | -Added triplanar mapping modes | Juan Linietsky |
2017-06-28 | Reworked translation system | Juan Linietsky |
2017-06-15 | Rename Godot-specific resource extensions | George Marques |
2017-06-05 | -working SCREEN_TEXTURE, SCREEN_UV shader variables | Juan Linietsky |
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 |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde |
2017-04-06 | New particle system, mostly working, some small features missing. | Juan Linietsky |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde |
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Va... | Juan Linietsky |
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde |
2017-01-02 | Add a metallic mode | Juan Linietsky |
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde |
2016-12-02 | Subsurface scattering material param is now working! | Juan Linietsky |
2016-11-20 | Huge amount of improvement in the material system. Materials should be | Juan Linietsky |
2016-10-29 | -Many many fixes | Juan Linietsky |
2016-10-27 | PBR more or less working, still working on bringing gizmos back | Juan Linietsky |
2016-10-10 | 2D Shaders are working again using the new syntax, though all is buggy in gen... | Juan Linietsky |