Age | Commit message (Expand) | Author |
2017-11-17 | Rename Rect3 to AABB. | Ferenc Arn |
2017-11-14 | Ability to update parts of an array, and set arrays as dynamic draw | Juan Linietsky |
2017-11-12 | Update meshes when reimporting, | Daniel J. Ramirez |
2017-09-13 | Fix enums bindings | Maxim Sheronov |
2017-09-11 | Script access to formatted arrays and blend_arrays in meshes. | SaracenOne |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde |
2017-08-27 | Bind missing ArrayMesh.ARRAY_MAX | Marc Gilleron |
2017-08-20 | ClassDB: Provide the enum name of integer constants | Ignacio Etcheverry |
2017-08-10 | Removes type information from method binds | Ignacio Etcheverry |
2017-07-23 | -Ability to set default import presets for type | Juan Linietsky |
2017-07-14 | Moved binds of PRIMITIVE_* contants from ArrayMesh to Mesh | Ralph Minderhoud |
2017-06-22 | Properly exposed material types everywhere. | Juan Linietsky |
2017-06-16 | Godot 3.0 primitives as resources for use with MeshInstance | BastiaanOlij |
2017-06-09 | renamed all Rect3.pos to Rect3.position | alexholly |
2017-06-09 | -Restored multithread capability to VisualServer | Juan Linietsky |
2017-06-07 | -Added proper access to depth texture from shader | Juan Linietsky |
2017-05-18 | GDScript bindings for various missing Mesh functions. | Ferenc Arn |
2017-04-26 | Revert " 3.0 recompute_aabb on add_surface" | Ramesh Ravone |
2017-04-26 | 3.0 recompute_aabb on add_surface | Ramesh Ravone |
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 |
2017-02-15 | Many fixes to make exported scenes work better, still buggy. | Juan Linietsky |
2017-02-13 | Rename the _MD macro to D_METHOD | Hein-Pieter van Braam |
2017-02-13 | Remove use of _SCS from ADD_METHOD | Hein-Pieter van Braam |
2017-01-12 | Unify naming of blendshape / morphtarget into just "Blend Shape" | Juan Linietsky |
2017-01-11 | Type renames: | Juan Linietsky |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and re... | Juan Linietsky |
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 |
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde |
2016-12-24 | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz |
2016-11-24 | Blend shapes using transform feedback (GPU) | Juan Linietsky |
2016-11-09 | all light types and shadows are working, pending a lot of clean-up | Juan Linietsky |
2016-10-03 | Begining of GLES3 renderer: | Juan Linietsky |
2016-07-08 | Remove unused variables (fourth pass) + dead code | Rémi Verschelde |
2016-06-07 | Remove found dead code | Pedro J. Estébanez |
2016-05-27 | Changed import workflow | Juan Linietsky |
2016-03-09 | remove trailing whitespace | Hubert Jarosz |
2016-01-01 | Update copyright to 2016 in headers | George Marques |
2015-12-28 | Add missing argument names in GDScript bindings | Rémi Verschelde |
2015-06-29 | Several performance improvements, mainly in loading and instancing scenes and... | Juan Linietsky |
2015-04-18 | Updated copyright year in all headers | Juan Linietsky |
2014-11-02 | Bug Fixes | Juan Linietsky |
2014-10-14 | Collada | Juan Linietsky |
2014-05-14 | A bit of everything: | Juan Linietsky |
2014-05-04 | Lots of 3D improvements: | Juan Linietsky |
2014-02-09 | GODOT IS OPEN SOURCE | Juan Linietsky |