Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-12-06 | -Fix particles with size==0, closes #13931 | Juan 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) | |||
2017-11-15 | -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) | |||
2017-10-23 | 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 | |
2017-09-22 | 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 ↵ | Juan Linietsky | |
#9935, closes #10135 | |||
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 | |
2017-08-23 | Fix UV calculation for spritesheet in particles | Maxim Sheronov | |
Fix names of uniforms and make correct uv offset calculation | |||
2017-08-16 | Synchronize parameter names in definition and declaration | TwistedTwigleg | |
Fixes #10244. | |||
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 | |||
2017-07-22 | Several changes to better run in mobile. | Juan Linietsky | |
2017-07-08 | Some adjustments to toon material to make it more flexible | Juan Linietsky | |
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 | |||
2017-06-28 | Reworked translation system | Juan Linietsky | |
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale | |||
2017-06-15 | Rename Godot-specific resource extensions | George Marques | |
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 | |
2017-04-08 | 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 | |
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 | |||
2017-01-02 | ObjectTypeDB 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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-02 | Add a metallic mode | Juan Linietsky | |
2017-01-01 | Welcome 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! | |||
2016-12-02 | 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 | |
a lot more complete and usable now. | |||
2016-10-29 | -Many many fixes | Juan Linietsky | |
-Gizmos work again | |||
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 ↵ | Juan Linietsky | |
general | |||
2016-10-03 | Begining 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 | |||
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-01-11 | -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵ | Juan Linietsky | |
fixed later. -fixed issue of opacity not working | |||
2014-12-16 | New Code Completion | Juan 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 | |||
2014-10-12 | Little Bits | Juan 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 | |||
2014-10-03 | missing fils from yesterday comit. | Juan Linietsky | |
must have made some mistake with git, not sure why they were not sent.. |